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-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl5
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);