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...

This commit is contained in:
Azaezel 2019-01-28 22:10:57 -06:00
parent 7a8dd96808
commit 1dfd130d85
2 changed files with 25 additions and 10 deletions

View file

@ -22,7 +22,7 @@ struct ConvexConnectP
TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 5);
TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 3);
uniform float4 rtParams0;
uniform float4 vsFarPlane;
@ -34,8 +34,8 @@ uniform float cubeMips;
#define MAX_PROBES 50
uniform float numProbes;
TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 3);
TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 4);
TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 4);
TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 5);
uniform float3 inProbePosArray[MAX_PROBES];
uniform float4x4 worldToObjArray[MAX_PROBES];
uniform float3 bbMinArray[MAX_PROBES];
@ -65,7 +65,8 @@ float3 iblBoxDiffuse( Surface surface, int id)
{
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
cubeN.z *=-1;
return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
//return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
return float3(1,1,1);
}
float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
@ -81,7 +82,8 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
float3 cubeR = normalize(r);
cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,lod,id).xyz * (brdf.x + brdf.y);
//float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
float3 radiance = float3(1,1,1);
return radiance;
}
@ -148,7 +150,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
blendVal[i] = max(0,blendVal[i]);
}
blendSum += blendVal[i];
invBlendSum +=(1.0f - blendVal[i]);
invBlendSum +=(1.0f - blendVal[i]);
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.