fix: 修复调试用全局光照代码未删除导致影响光追质量的问题

master
ternaryop8479 2026-03-26 23:26:20 +08:00
parent 232f77deb3
commit 917281d8f4
1 changed files with 0 additions and 6 deletions

View File

@ -686,9 +686,6 @@ vec3 trace_path_primary_gbuffer(ivec2 pixel_coords, ivec2 image_size, inout uint
apply_material_textures(mat0, hit0.normal, hit0.texcoord, hit0.tangent); apply_material_textures(mat0, hit0.normal, hit0.texcoord, hit0.tangent);
radiance += throughput * mat0.emission; radiance += throughput * mat0.emission;
if (mat0.type == MATERIAL_DIFFUSE) {
radiance += throughput * eval_direct_lighting(hit0, mat0, seed);
}
ScatterResult sc0 = scatter_ray(ray, hit0, mat0, seed); ScatterResult sc0 = scatter_ray(ray, hit0, mat0, seed);
if (!sc0.scattered) return radiance; if (!sc0.scattered) return radiance;
@ -711,9 +708,6 @@ vec3 trace_path_primary_gbuffer(ivec2 pixel_coords, ivec2 image_size, inout uint
apply_material_textures(mat, hit.normal, hit.texcoord, hit.tangent); apply_material_textures(mat, hit.normal, hit.texcoord, hit.tangent);
radiance += throughput * mat.emission; radiance += throughput * mat.emission;
if (mat.type == MATERIAL_DIFFUSE) {
radiance += throughput * eval_direct_lighting(hit, mat, seed);
}
ScatterResult sc = scatter_ray(ray, hit, mat, seed); ScatterResult sc = scatter_ray(ray, hit, mat, seed);
if (!sc.scattered) break; if (!sc.scattered) break;