mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-16 13:13:53 +00:00
vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants
This commit is contained in:
parent
db84f5954e
commit
03690e2169
3 changed files with 3 additions and 1 deletions
|
|
@ -41,6 +41,7 @@ out vec2 texCoord;
|
|||
void main()
|
||||
{
|
||||
gl_Position = tMul(modelview, IN_pos);
|
||||
gl_Position.z = gl_Position.w;
|
||||
|
||||
vec2 uv = IN_uv0;
|
||||
uv += texOffset;
|
||||
|
|
|
|||
|
|
@ -62,6 +62,7 @@ void main()
|
|||
vec2 IN_uv0 = vTexCoord0.st;
|
||||
|
||||
gl_Position = modelview * IN_pos;
|
||||
gl_Position.z = gl_Position.w;
|
||||
|
||||
// Offset the uv so we don't have a seam directly over our head.
|
||||
vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );
|
||||
|
|
|
|||
|
|
@ -247,7 +247,7 @@ void main()
|
|||
#endif //NO_SHADOW
|
||||
// Sample the AO texture.
|
||||
#ifdef USE_SSAO_MASK
|
||||
surface.ao *= 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( uv0.xy, rtParams3 ) ).r;
|
||||
surface.ao *= 1.0 - texture( ssaoMask, viewportCoordToRenderTarget( uv0.xy, rtParams3 ) ).r;
|
||||
#endif
|
||||
|
||||
//get directional light contribution
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue