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Original file line number Diff line number Diff line change
Expand Up @@ -44,9 +44,9 @@ void AccumulateIndirectLighting(IndirectLighting src, inout AggregateLighting ds
struct AmbientOcclusionFactor
{
real3 indirectAmbientOcclusion;
real directAmbientOcclusion;
real3 directAmbientOcclusion;
real3 indirectSpecularOcclusion;
real directSpecularOcclusion;
real3 directSpecularOcclusion;
};

// Get screen space ambient occlusion only:
Expand Down Expand Up @@ -106,8 +106,8 @@ void GetScreenSpaceAmbientOcclusionMultibounce(float2 positionSS, float NdotV, f
aoFactor.indirectSpecularOcclusion = GTAOMultiBounce(min(specularOcclusionFromData, indirectSpecularOcclusion), fresnel0);
aoFactor.indirectAmbientOcclusion = GTAOMultiBounce(min(ambientOcclusionFromData, indirectAmbientOcclusion), diffuseColor);
// Note: when affecting direct lighting we don't used the fake bounce.
aoFactor.directSpecularOcclusion = directSpecularOcclusion;
aoFactor.directAmbientOcclusion = directAmbientOcclusion;
aoFactor.directSpecularOcclusion = directSpecularOcclusion.xxx;
aoFactor.directAmbientOcclusion = directAmbientOcclusion.xxx;
}

void ApplyAmbientOcclusionFactor(AmbientOcclusionFactor aoFactor, inout BuiltinData builtinData, inout AggregateLighting lighting)
Expand Down