diff --git a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl index 334ac6669..26650641c 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl @@ -26,8 +26,8 @@ uniform float cubeMips; #define MAX_PROBES 50 uniform float numProbes; -TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap[MAX_PROBES], 3); -TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap[MAX_PROBES], 4); +TORQUE_UNIFORM_SAMPLERCUBEARRAY(cubeMap, 3); +TORQUE_UNIFORM_SAMPLERCUBEARRAY(irradianceCubemap, 4); uniform float3 inProbePosArray[MAX_PROBES]; uniform float4x4 worldToObjArray[MAX_PROBES]; uniform float3 bbMinArray[MAX_PROBES]; @@ -57,15 +57,15 @@ float3 iblBoxDiffuse( Surface surface, int id) { float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]); cubeN.z *=-1; - return TORQUE_TEXCUBELOD(irradianceCubemap[id], float4(cubeN,0)).xyz; + return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz; } float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id) { - float ndotv = clamp(dot(normal, surfToEye), 0.0, 1.0); + float ndotv = clamp(dot(surface.N, surfToEye), 0.0, 1.0); // BRDF - float2 brdf = TORQUE_TEX2DLOD(brdfTexture, float4(roughness, ndotv,0.0,0.0)).xy; + float2 brdf = TORQUE_TEX2DLOD(brdfTexture, float4(surface.roughness, ndotv,0.0,0.0)).xy; // Radiance (Specular) float lod = surface.roughness*cubeMips; @@ -73,7 +73,7 @@ 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_TEXCUBELOD(cubeMap[id], float4(cubeR, lod)).xyz * (brdf.x + brdf.y); + float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y); return radiance; } @@ -102,11 +102,11 @@ float4 main( ConvexConnectP IN ) : SV_TARGET float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz; //unpack normal and linear depth - float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0); + float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy); //create surface Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer), - IN.uv0, eyePosWorld, wsEyeRay, cameraToWorld); + IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld); //early out if emissive if (getFlag(surface.matFlag, 0)) { @@ -173,9 +173,9 @@ float4 main( ConvexConnectP IN ) : SV_TARGET { irradiance += blendVal[i]*iblBoxDiffuse(surface,i); - specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture)); + specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i); } //final diffuse color float3 diffuse = kD * irradiance * surface.baseColor.rgb; - return float4(diffuse + specular * surface.ao, blendVal); + return float4(diffuse + specular * surface.ao, blendSum); } diff --git a/Templates/Full/game/shaders/common/shaderModel.hlsl b/Templates/Full/game/shaders/common/shaderModel.hlsl index 4234ef2d8..b805e5b72 100644 --- a/Templates/Full/game/shaders/common/shaderModel.hlsl +++ b/Templates/Full/game/shaders/common/shaderModel.hlsl @@ -51,6 +51,7 @@ // The mipmap LOD is specified in coord.w #define TORQUE_TEX2DLOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xy,coords.w) #define TORQUE_TEXCUBELOD(tex,coords) texture_##tex.SampleLevel(tex,coords.xyz,coords.w) +#define TORQUE_TEXCUBEARRAYLOD(tex,coords,id,lod) texture_##tex.SampleLevel(tex,float4(coords.xyz,id),lod) // Tex2d comparison #define TORQUE_TEX2DCMP(tex,coords,compare) texture_##tex.SampleCmpLevelZero(tex,coords,compare)