diff --git a/Source/Shaders/RtRaygenIndirect.inl b/Source/Shaders/RtRaygenIndirect.inl index c07546fc..ada7170f 100644 --- a/Source/Shaders/RtRaygenIndirect.inl +++ b/Source/Shaders/RtRaygenIndirect.inl @@ -140,7 +140,8 @@ SampleIndirect processIndirect( const uint seed, const Surface surf, out float o // calculate direct diffuse illumination in a hit position vec3 diffuse = processDirectIllumination(seed, hitSurf, 1); - if( globalUniform.indirSecondBounce != 0 ) + // TODO: investigate why uncommenting this makes diffuse very red + // if( globalUniform.indirSecondBounce != 0 ) { float oneOverPdf_Second; const vec3 bounceDir_Second = getDiffuseBounce(seed, 2, hitSurf.normal, oneOverPdf_Second);