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-rw-r--r--modules/lightmapper_rd/SCsub3
-rw-r--r--modules/lightmapper_rd/lightmapper_rd.cpp48
-rw-r--r--modules/lightmapper_rd/lightmapper_rd.h11
-rw-r--r--modules/lightmapper_rd/lm_common_inc.glsl30
-rw-r--r--modules/lightmapper_rd/lm_compute.glsl86
5 files changed, 78 insertions, 100 deletions
diff --git a/modules/lightmapper_rd/SCsub b/modules/lightmapper_rd/SCsub
index 2f04f1833e..5cc9d8ee8b 100644
--- a/modules/lightmapper_rd/SCsub
+++ b/modules/lightmapper_rd/SCsub
@@ -7,6 +7,9 @@ env_lightmapper_rd = env_modules.Clone()
env_lightmapper_rd.GLSL_HEADER("lm_raster.glsl")
env_lightmapper_rd.GLSL_HEADER("lm_compute.glsl")
env_lightmapper_rd.GLSL_HEADER("lm_blendseams.glsl")
+env_lightmapper_rd.Depends("lm_raster.glsl.gen.h", "lm_common_inc.glsl")
+env_lightmapper_rd.Depends("lm_compute.glsl.gen.h", "lm_common_inc.glsl")
+env_lightmapper_rd.Depends("lm_blendseams.glsl.gen.h", "lm_common_inc.glsl")
# Godot source files
env_lightmapper_rd.add_source_files(env.modules_sources, "*.cpp")
diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp
index fe941e25e7..ba4ef3be8d 100644
--- a/modules/lightmapper_rd/lightmapper_rd.cpp
+++ b/modules/lightmapper_rd/lightmapper_rd.cpp
@@ -274,13 +274,12 @@ Lightmapper::BakeError LightmapperRD::_blit_meshes_into_atlas(int p_max_texture_
return BAKE_OK;
}
-void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &box_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata) {
+void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata) {
HashMap<Vertex, uint32_t, VertexHash> vertex_map;
//fill triangles array and vertex array
LocalVector<Triangle> triangles;
LocalVector<Vertex> vertex_array;
- LocalVector<Box> box_array;
LocalVector<Seam> seams;
slice_triangle_count.resize(atlas_slices);
@@ -387,16 +386,13 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i
}
}
- Box box;
- box.min_bounds[0] = taabb.position.x;
- box.min_bounds[1] = taabb.position.y;
- box.min_bounds[2] = taabb.position.z;
- box.max_bounds[0] = taabb.position.x + MAX(taabb.size.x, 0.0001);
- box.max_bounds[1] = taabb.position.y + MAX(taabb.size.y, 0.0001);
- box.max_bounds[2] = taabb.position.z + MAX(taabb.size.z, 0.0001);
- box.pad0 = box.pad1 = 0; //make valgrind not complain
- box_array.push_back(box);
-
+ t.min_bounds[0] = taabb.position.x;
+ t.min_bounds[1] = taabb.position.y;
+ t.min_bounds[2] = taabb.position.z;
+ t.max_bounds[0] = taabb.position.x + MAX(taabb.size.x, 0.0001);
+ t.max_bounds[1] = taabb.position.y + MAX(taabb.size.y, 0.0001);
+ t.max_bounds[2] = taabb.position.z + MAX(taabb.size.z, 0.0001);
+ t.pad0 = t.pad1 = 0; //make valgrind not complain
triangles.push_back(t);
slice_triangle_count.write[t.slice]++;
}
@@ -505,9 +501,6 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i
Vector<uint8_t> tb = triangles.to_byte_array();
triangle_buffer = rd->storage_buffer_create(tb.size(), tb);
- Vector<uint8_t> bb = box_array.to_byte_array();
- box_buffer = rd->storage_buffer_create(bb.size(), bb);
-
Vector<uint8_t> tib = triangle_indices.to_byte_array();
triangle_cell_indices_buffer = rd->storage_buffer_create(tib.size(), tib);
@@ -755,7 +748,6 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
Vector<int> slice_triangle_count;
RID vertex_buffer;
RID triangle_buffer;
- RID box_buffer;
RID lights_buffer;
RID triangle_cell_indices_buffer;
RID grid_texture;
@@ -767,14 +759,13 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
#define FREE_BUFFERS \
rd->free(vertex_buffer); \
rd->free(triangle_buffer); \
- rd->free(box_buffer); \
rd->free(lights_buffer); \
rd->free(triangle_cell_indices_buffer); \
rd->free(grid_texture); \
rd->free(seams_buffer); \
rd->free(probe_positions_buffer);
- _create_acceleration_structures(rd, atlas_size, atlas_slices, bounds, grid_size, probe_positions, p_generate_probes, slice_triangle_count, slice_seam_count, vertex_buffer, triangle_buffer, box_buffer, lights_buffer, triangle_cell_indices_buffer, probe_positions_buffer, grid_texture, seams_buffer, p_step_function, p_bake_userdata);
+ _create_acceleration_structures(rd, atlas_size, atlas_slices, bounds, grid_size, probe_positions, p_generate_probes, slice_triangle_count, slice_seam_count, vertex_buffer, triangle_buffer, lights_buffer, triangle_cell_indices_buffer, probe_positions_buffer, grid_texture, seams_buffer, p_step_function, p_bake_userdata);
if (p_step_function) {
p_step_function(0.47, TTR("Preparing shaders"), p_bake_userdata, true);
@@ -828,62 +819,55 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 3;
- u.ids.push_back(box_buffer);
- base_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 4;
u.ids.push_back(triangle_cell_indices_buffer);
base_uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 5;
+ u.binding = 4;
u.ids.push_back(lights_buffer);
base_uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 6;
+ u.binding = 5;
u.ids.push_back(seams_buffer);
base_uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 7;
+ u.binding = 6;
u.ids.push_back(probe_positions_buffer);
base_uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 8;
+ u.binding = 7;
u.ids.push_back(grid_texture);
base_uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 9;
+ u.binding = 8;
u.ids.push_back(albedo_array_tex);
base_uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 10;
+ u.binding = 9;
u.ids.push_back(emission_array_tex);
base_uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 11;
+ u.binding = 10;
u.ids.push_back(sampler);
base_uniforms.push_back(u);
}
diff --git a/modules/lightmapper_rd/lightmapper_rd.h b/modules/lightmapper_rd/lightmapper_rd.h
index 7ab7f34464..a6a3740051 100644
--- a/modules/lightmapper_rd/lightmapper_rd.h
+++ b/modules/lightmapper_rd/lightmapper_rd.h
@@ -157,16 +157,13 @@ class LightmapperRD : public Lightmapper {
}
};
- struct Box {
+ struct Triangle {
+ uint32_t indices[3] = {};
+ uint32_t slice = 0;
float min_bounds[3] = {};
float pad0 = 0.0;
float max_bounds[3] = {};
float pad1 = 0.0;
- };
-
- struct Triangle {
- uint32_t indices[3] = {};
- uint32_t slice = 0;
bool operator<(const Triangle &p_triangle) const {
return slice < p_triangle.slice;
}
@@ -231,7 +228,7 @@ class LightmapperRD : public Lightmapper {
Vector<Color> probe_values;
BakeError _blit_meshes_into_atlas(int p_max_texture_size, Vector<Ref<Image>> &albedo_images, Vector<Ref<Image>> &emission_images, AABB &bounds, Size2i &atlas_size, int &atlas_slices, BakeStepFunc p_step_function, void *p_bake_userdata);
- void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &box_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata);
+ void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata);
void _raster_geometry(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, int grid_size, AABB bounds, float p_bias, Vector<int> slice_triangle_count, RID position_tex, RID unocclude_tex, RID normal_tex, RID raster_depth_buffer, RID rasterize_shader, RID raster_base_uniform);
public:
diff --git a/modules/lightmapper_rd/lm_common_inc.glsl b/modules/lightmapper_rd/lm_common_inc.glsl
index 1581639036..22172d50e4 100644
--- a/modules/lightmapper_rd/lm_common_inc.glsl
+++ b/modules/lightmapper_rd/lm_common_inc.glsl
@@ -16,26 +16,18 @@ vertices;
struct Triangle {
uvec3 indices;
uint slice;
-};
-
-layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
- Triangle data[];
-}
-triangles;
-
-struct Box {
vec3 min_bounds;
uint pad0;
vec3 max_bounds;
uint pad1;
};
-layout(set = 0, binding = 3, std430) restrict readonly buffer Boxes {
- Box data[];
+layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
+ Triangle data[];
}
-boxes;
+triangles;
-layout(set = 0, binding = 4, std430) restrict readonly buffer GridIndices {
+layout(set = 0, binding = 3, std430) restrict readonly buffer GridIndices {
uint data[];
}
grid_indices;
@@ -63,7 +55,7 @@ struct Light {
uint pad[3];
};
-layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
+layout(set = 0, binding = 4, std430) restrict readonly buffer Lights {
Light data[];
}
lights;
@@ -73,19 +65,19 @@ struct Seam {
uvec2 b;
};
-layout(set = 0, binding = 6, std430) restrict readonly buffer Seams {
+layout(set = 0, binding = 5, std430) restrict readonly buffer Seams {
Seam data[];
}
seams;
-layout(set = 0, binding = 7, std430) restrict readonly buffer Probes {
+layout(set = 0, binding = 6, std430) restrict readonly buffer Probes {
vec4 data[];
}
probe_positions;
-layout(set = 0, binding = 8) uniform utexture3D grid;
+layout(set = 0, binding = 7) uniform utexture3D grid;
-layout(set = 0, binding = 9) uniform texture2DArray albedo_tex;
-layout(set = 0, binding = 10) uniform texture2DArray emission_tex;
+layout(set = 0, binding = 8) uniform texture2DArray albedo_tex;
+layout(set = 0, binding = 9) uniform texture2DArray emission_tex;
-layout(set = 0, binding = 11) uniform sampler linear_sampler;
+layout(set = 0, binding = 10) uniform sampler linear_sampler;
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index 9ca40535f9..25b334c5eb 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -115,7 +115,12 @@ bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, ve
return (r_distance > params.bias) && (r_distance < max_dist) && all(greaterThanEqual(r_barycentric, vec3(0.0)));
}
-bool trace_ray(vec3 p_from, vec3 p_to
+const uint RAY_MISS = 0;
+const uint RAY_FRONT = 1;
+const uint RAY_BACK = 2;
+const uint RAY_ANY = 3;
+
+uint trace_ray(vec3 p_from, vec3 p_to
#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
,
out uint r_triangle, out vec3 r_barycentric
@@ -125,6 +130,7 @@ bool trace_ray(vec3 p_from, vec3 p_to
out float r_distance, out vec3 r_normal
#endif
) {
+
/* world coords */
vec3 rel = p_to - p_from;
@@ -150,79 +156,66 @@ bool trace_ray(vec3 p_from, vec3 p_to
while (all(greaterThanEqual(icell, ivec3(0))) && all(lessThan(icell, ivec3(params.grid_size))) && iters < 1000) {
uvec2 cell_data = texelFetch(usampler3D(grid, linear_sampler), icell, 0).xy;
if (cell_data.x > 0) { //triangles here
- bool hit = false;
-#if defined(MODE_UNOCCLUDE)
- bool hit_backface = false;
-#endif
+ uint hit = RAY_MISS;
float best_distance = 1e20;
for (uint i = 0; i < cell_data.x; i++) {
uint tidx = grid_indices.data[cell_data.y + i];
//Ray-Box test
- vec3 t0 = (boxes.data[tidx].min_bounds - p_from) * inv_dir;
- vec3 t1 = (boxes.data[tidx].max_bounds - p_from) * inv_dir;
+ Triangle triangle = triangles.data[tidx];
+ vec3 t0 = (triangle.min_bounds - p_from) * inv_dir;
+ vec3 t1 = (triangle.max_bounds - p_from) * inv_dir;
vec3 tmin = min(t0, t1), tmax = max(t0, t1);
- if (max(tmin.x, max(tmin.y, tmin.z)) <= min(tmax.x, min(tmax.y, tmax.z))) {
+ if (max(tmin.x, max(tmin.y, tmin.z)) > min(tmax.x, min(tmax.y, tmax.z))) {
continue; //ray box failed
}
//prepare triangle vertices
- vec3 vtx0 = vertices.data[triangles.data[tidx].indices.x].position;
- vec3 vtx1 = vertices.data[triangles.data[tidx].indices.y].position;
- vec3 vtx2 = vertices.data[triangles.data[tidx].indices.z].position;
-#if defined(MODE_UNOCCLUDE)
+ vec3 vtx0 = vertices.data[triangle.indices.x].position;
+ vec3 vtx1 = vertices.data[triangle.indices.y].position;
+ vec3 vtx2 = vertices.data[triangle.indices.z].position;
+#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
vec3 normal = -normalize(cross((vtx0 - vtx1), (vtx0 - vtx2)));
bool backface = dot(normal, dir) >= 0.0;
#endif
+
float distance;
vec3 barycentric;
if (ray_hits_triangle(p_from, dir, rel_len, vtx0, vtx1, vtx2, distance, barycentric)) {
#ifdef MODE_DIRECT_LIGHT
- return true; //any hit good
+ return RAY_ANY; //any hit good
#endif
-#if defined(MODE_UNOCCLUDE)
+#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
if (!backface) {
// the case of meshes having both a front and back face in the same plane is more common than
// expected, so if this is a front-face, bias it closer to the ray origin, so it always wins over the back-face
distance = max(params.bias, distance - params.bias);
}
- hit = true;
-
if (distance < best_distance) {
- hit_backface = backface;
+ hit = backface ? RAY_BACK : RAY_FRONT;
best_distance = distance;
+#if defined(MODE_UNOCCLUDE)
r_distance = distance;
r_normal = normal;
- }
-
#endif
-
#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
-
- hit = true;
- if (distance < best_distance) {
- best_distance = distance;
r_triangle = tidx;
r_barycentric = barycentric;
+#endif
}
#endif
}
}
-#if defined(MODE_UNOCCLUDE)
+#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
- if (hit) {
- return hit_backface;
- }
-#endif
-#if defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
- if (hit) {
- return true;
+ if (hit != RAY_MISS) {
+ return hit;
}
#endif
}
@@ -238,7 +231,7 @@ bool trace_ray(vec3 p_from, vec3 p_to
iters++;
}
- return false;
+ return RAY_MISS;
}
const float PI = 3.14159265f;
@@ -338,7 +331,7 @@ void main() {
continue; //no need to do anything
}
- if (!trace_ray(position + light_dir * params.bias, light_pos)) {
+ if (trace_ray(position + light_dir * params.bias, light_pos) == RAY_MISS) {
vec3 light = lights.data[i].color * lights.data[i].energy * attenuation;
if (lights.data[i].static_bake) {
static_light += light;
@@ -409,6 +402,7 @@ void main() {
vec4(0.0, 0.0, 0.0, 1.0));
#endif
vec3 light_average = vec3(0.0);
+ float active_rays = 0.0;
for (uint i = params.ray_from; i < params.ray_to; i++) {
vec3 ray_dir = normal_mat * vogel_hemisphere(i, params.ray_count, quick_hash(vec2(atlas_pos)));
@@ -416,7 +410,8 @@ void main() {
vec3 barycentric;
vec3 light = vec3(0.0);
- if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) {
+ uint trace_result = trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric);
+ if (trace_result == RAY_FRONT) {
//hit a triangle
vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv;
vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv;
@@ -424,7 +419,8 @@ void main() {
vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice));
light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
- } else if (params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce
+ active_rays += 1.0;
+ } else if (trace_result == RAY_MISS && params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce
// Did not hit a triangle, reach out for the sky
vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
@@ -438,6 +434,7 @@ void main() {
st /= vec2(PI * 2.0, PI);
light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
+ active_rays += 1.0;
}
light_average += light;
@@ -461,7 +458,9 @@ void main() {
if (params.ray_from == 0) {
light_total = vec3(0.0);
} else {
- light_total = imageLoad(bounce_accum, ivec3(atlas_pos, params.atlas_slice)).rgb;
+ vec4 accum = imageLoad(bounce_accum, ivec3(atlas_pos, params.atlas_slice));
+ light_total = accum.rgb;
+ active_rays += accum.a;
}
light_total += light_average;
@@ -476,7 +475,9 @@ void main() {
#endif
if (params.ray_to == params.ray_count) {
- light_total /= float(params.ray_count);
+ if (active_rays > 0) {
+ light_total /= active_rays;
+ }
imageStore(dest_light, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0));
#ifndef USE_SH_LIGHTMAPS
vec4 accum = imageLoad(accum_light, ivec3(atlas_pos, params.atlas_slice));
@@ -484,7 +485,7 @@ void main() {
imageStore(accum_light, ivec3(atlas_pos, params.atlas_slice), accum);
#endif
} else {
- imageStore(bounce_accum, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, 1.0));
+ imageStore(bounce_accum, ivec3(atlas_pos, params.atlas_slice), vec4(light_total, active_rays));
}
#endif
@@ -517,7 +518,7 @@ void main() {
float d;
vec3 norm;
- if (trace_ray(base_pos, ray_to, d, norm)) {
+ if (trace_ray(base_pos, ray_to, d, norm) == RAY_BACK) {
if (d < min_d) {
vertex_pos = base_pos + rays[i] * d + norm * params.bias * 10.0; //this bias needs to be greater than the regular bias, because otherwise later, rays will go the other side when pointing back.
min_d = d;
@@ -557,7 +558,8 @@ void main() {
vec3 barycentric;
vec3 light;
- if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) {
+ uint trace_result = trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric);
+ if (trace_result == RAY_FRONT) {
vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv;
vec2 uv1 = vertices.data[triangles.data[tidx].indices.y].uv;
vec2 uv2 = vertices.data[triangles.data[tidx].indices.z].uv;
@@ -565,7 +567,7 @@ void main() {
light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
light += textureLod(sampler2DArray(source_direct_light, linear_sampler), uvw, 0.0).rgb;
- } else {
+ } else if (trace_result == RAY_MISS) {
//did not hit a triangle, reach out for the sky
vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);