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https://github.com/TorqueGameEngines/Torque3D.git
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explicitly bound the namedtexttargets to input slots. shifted brdf slot on up to 3 (from 5) to cluster flat vs array entries. though it does not appear at time of writing that that is in fact binding...
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7a8dd96808
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2 changed files with 25 additions and 10 deletions
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@ -22,7 +22,7 @@ struct ConvexConnectP
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TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
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TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
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TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 5);
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TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 3);
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uniform float4 rtParams0;
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uniform float4 vsFarPlane;
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@ -34,8 +34,8 @@ uniform float cubeMips;
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#define MAX_PROBES 50
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uniform float numProbes;
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 3);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 4);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 4);
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TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 5);
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uniform float3 inProbePosArray[MAX_PROBES];
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uniform float4x4 worldToObjArray[MAX_PROBES];
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uniform float3 bbMinArray[MAX_PROBES];
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@ -65,7 +65,8 @@ float3 iblBoxDiffuse( Surface surface, int id)
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{
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float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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cubeN.z *=-1;
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return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
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//return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
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return float3(1,1,1);
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}
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float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
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@ -81,7 +82,8 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
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float3 cubeR = normalize(r);
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cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,lod,id).xyz * (brdf.x + brdf.y);
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//float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
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float3 radiance = float3(1,1,1);
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return radiance;
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}
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@ -148,7 +150,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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blendVal[i] = max(0,blendVal[i]);
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}
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blendSum += blendVal[i];
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invBlendSum +=(1.0f - blendVal[i]);
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invBlendSum +=(1.0f - blendVal[i]);
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}
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// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
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