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https://github.com/TorqueGameEngines/Torque3D.git
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Fix OpenGL changes formating.
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parent
87f34e3c4f
commit
1d3f3fdfe4
3 changed files with 7 additions and 7 deletions
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@ -532,9 +532,9 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
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NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
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NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
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if ( texTarget )
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if ( texTarget )
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{
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{
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passData.mTexType[texIndex] = Material::TexTarget;
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passData.mTexType[texIndex] = Material::TexTarget;
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passData.mSamplerNames[texIndex] = "prepassBuffer";
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passData.mSamplerNames[texIndex] = "prepassBuffer";
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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}
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}
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}
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}
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@ -333,7 +333,7 @@ Var* GBufferConditionerGLSL::_conditionOutput( Var *unconditionedOutput, MultiLi
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// Encode depth into two channels
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// Encode depth into two channels
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if(mNormalStorageType != CartesianXYZ)
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if(mNormalStorageType != CartesianXYZ)
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{
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{
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const U64 maxValPerChannel = (U64)1 << mBitsPerChannel;
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const U64 maxValPerChannel = (U64)1 << mBitsPerChannel;
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meta->addStatement( new GenOp( " \r\n // Encode depth into hi/lo\r\n" ) );
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meta->addStatement( new GenOp( " \r\n // Encode depth into hi/lo\r\n" ) );
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meta->addStatement( new GenOp( avar( " float2 _tempDepth = frac(@.a * float2(1.0, %llu.0));\r\n", maxValPerChannel - 1 ),
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meta->addStatement( new GenOp( avar( " float2 _tempDepth = frac(@.a * float2(1.0, %llu.0));\r\n", maxValPerChannel - 1 ),
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unconditionedOutput ) );
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unconditionedOutput ) );
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@ -532,9 +532,9 @@ void DeferredMinnaertHLSL::setTexData( Material::StageData &stageDat,
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NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
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NamedTexTarget *texTarget = NamedTexTarget::find(RenderPrePassMgr::BufferName);
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if ( texTarget )
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if ( texTarget )
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{
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{
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passData.mTexType[texIndex] = Material::TexTarget;
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passData.mTexType[texIndex] = Material::TexTarget;
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passData.mSamplerNames[texIndex] = "prepassBuffer";
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passData.mSamplerNames[texIndex] = "prepassBuffer";
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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}
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}
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}
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}
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