mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-16 09:04:38 +00:00
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
|
|
@ -470,7 +470,6 @@ void LightingShaderConstants::init(GFXShader* shader)
|
||||||
}
|
}
|
||||||
|
|
||||||
mLightParamsSC = shader->getShaderConstHandle("$lightParams");
|
mLightParamsSC = shader->getShaderConstHandle("$lightParams");
|
||||||
mLightSpotParamsSC = shader->getShaderConstHandle("$lightSpotParams");
|
|
||||||
|
|
||||||
// NOTE: These are the shader constants used for doing lighting
|
// NOTE: These are the shader constants used for doing lighting
|
||||||
// during the forward pass. Do not confuse these for the deferred
|
// during the forward pass. Do not confuse these for the deferred
|
||||||
|
|
@ -480,6 +479,7 @@ void LightingShaderConstants::init(GFXShader* shader)
|
||||||
mLightAmbientSC = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
|
mLightAmbientSC = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
|
||||||
mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
|
mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
|
||||||
mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
|
mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
|
||||||
|
mLightSpotParamsSC = shader->getShaderConstHandle(ShaderGenVars::lightSpotParams);
|
||||||
|
|
||||||
mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
|
mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
|
||||||
mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);
|
mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);
|
||||||
|
|
|
||||||
|
|
@ -2189,7 +2189,7 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||||
inLightSpotDir->arraySize = 4;
|
inLightSpotDir->arraySize = 4;
|
||||||
inLightSpotDir->constSortPos = cspPotentialPrimitive;
|
inLightSpotDir->constSortPos = cspPotentialPrimitive;
|
||||||
|
|
||||||
Var * lightSpotParams = new Var( "lightSpotParams", "vec2" );
|
Var * lightSpotParams = new Var( "inlightSpotParams", "vec2" );
|
||||||
lightSpotParams->uniform = true;
|
lightSpotParams->uniform = true;
|
||||||
lightSpotParams->arraySize = 4;
|
lightSpotParams->arraySize = 4;
|
||||||
lightSpotParams->constSortPos = cspPotentialPrimitive;
|
lightSpotParams->constSortPos = cspPotentialPrimitive;
|
||||||
|
|
|
||||||
|
|
@ -2262,7 +2262,7 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
|
||||||
inLightSpotDir->arraySize = 4;
|
inLightSpotDir->arraySize = 4;
|
||||||
inLightSpotDir->constSortPos = cspPotentialPrimitive;
|
inLightSpotDir->constSortPos = cspPotentialPrimitive;
|
||||||
|
|
||||||
Var * lightSpotParams = new Var( "lightSpotParams", "float2" );
|
Var * lightSpotParams = new Var( "inlightSpotParams", "float2" );
|
||||||
lightSpotParams->uniform = true;
|
lightSpotParams->uniform = true;
|
||||||
lightSpotParams->arraySize = 4;
|
lightSpotParams->arraySize = 4;
|
||||||
lightSpotParams->constSortPos = cspPotentialPrimitive;
|
lightSpotParams->constSortPos = cspPotentialPrimitive;
|
||||||
|
|
|
||||||
|
|
@ -66,7 +66,7 @@ const String ShaderGenVars::lightDiffuse("$inLightColor");
|
||||||
const String ShaderGenVars::lightAmbient("$ambient");
|
const String ShaderGenVars::lightAmbient("$ambient");
|
||||||
const String ShaderGenVars::lightConfigData("$inLightConfigData");
|
const String ShaderGenVars::lightConfigData("$inLightConfigData");
|
||||||
const String ShaderGenVars::lightSpotDir("$inLightSpotDir");
|
const String ShaderGenVars::lightSpotDir("$inLightSpotDir");
|
||||||
const String ShaderGenVars::lightSpotParams("$lightSpotParams");
|
const String ShaderGenVars::lightSpotParams("$inlightSpotParams");
|
||||||
|
|
||||||
const String ShaderGenVars::hasVectorLight("$hasVectorLight");
|
const String ShaderGenVars::hasVectorLight("$hasVectorLight");
|
||||||
const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
|
const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue