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Merge pull request #631 from Azaezel/alpha40/spotlightSpotting
adress gl spotlights disapearing for deferred
This commit is contained in:
commit
0f4cf446a3
4 changed files with 4 additions and 4 deletions
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@ -470,7 +470,6 @@ void LightingShaderConstants::init(GFXShader* shader)
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}
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mLightParamsSC = shader->getShaderConstHandle("$lightParams");
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mLightSpotParamsSC = shader->getShaderConstHandle("$lightSpotParams");
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// NOTE: These are the shader constants used for doing lighting
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// during the forward pass. Do not confuse these for the deferred
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@ -480,6 +479,7 @@ void LightingShaderConstants::init(GFXShader* shader)
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mLightAmbientSC = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
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mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
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mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
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mLightSpotParamsSC = shader->getShaderConstHandle(ShaderGenVars::lightSpotParams);
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mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
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mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);
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@ -2189,7 +2189,7 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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inLightSpotDir->arraySize = 4;
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inLightSpotDir->constSortPos = cspPotentialPrimitive;
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Var * lightSpotParams = new Var( "lightSpotParams", "vec2" );
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Var * lightSpotParams = new Var( "inlightSpotParams", "vec2" );
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lightSpotParams->uniform = true;
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lightSpotParams->arraySize = 4;
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lightSpotParams->constSortPos = cspPotentialPrimitive;
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@ -2262,7 +2262,7 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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inLightSpotDir->arraySize = 4;
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inLightSpotDir->constSortPos = cspPotentialPrimitive;
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Var * lightSpotParams = new Var( "lightSpotParams", "float2" );
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Var * lightSpotParams = new Var( "inlightSpotParams", "float2" );
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lightSpotParams->uniform = true;
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lightSpotParams->arraySize = 4;
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lightSpotParams->constSortPos = cspPotentialPrimitive;
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@ -66,7 +66,7 @@ const String ShaderGenVars::lightDiffuse("$inLightColor");
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const String ShaderGenVars::lightAmbient("$ambient");
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const String ShaderGenVars::lightConfigData("$inLightConfigData");
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const String ShaderGenVars::lightSpotDir("$inLightSpotDir");
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const String ShaderGenVars::lightSpotParams("$lightSpotParams");
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const String ShaderGenVars::lightSpotParams("$inlightSpotParams");
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const String ShaderGenVars::hasVectorLight("$hasVectorLight");
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const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
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