diff options
| -rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl | 5 | 
1 files changed, 4 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 77ae97e621..293532bf2d 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1454,7 +1454,7 @@ void fragment_shader(in SceneData scene_data) {  		ambient_light *= albedo.rgb;  		ambient_light *= ao; -		if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { +		if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {  			vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);  			ambient_light *= 1.0 - ssil.a;  			ambient_light += ssil.rgb * albedo.rgb; @@ -1462,6 +1462,9 @@ void fragment_shader(in SceneData scene_data) {  #endif // AMBIENT_LIGHT_DISABLED  	} +	// convert ao to direct light ao +	ao = mix(1.0, ao, ao_light_affect); +  	//this saves some VGPRs  	vec3 f0 = F0(metallic, specular, albedo);  |