cleanups for shadergen and the visibility feature

math fixes, feature inclusion removal. will still need to circle back on why the crosshatch.. isn't
This commit is contained in:
AzaezelX 2021-09-17 01:24:20 -05:00
parent 328319b853
commit 21c17d0ed1
4 changed files with 11 additions and 27 deletions

View file

@ -453,12 +453,12 @@ Var* ShaderFeatureHLSL::addOutVpos( MultiLine *meta,
outVpos = connectComp->getElement( RT_TEXCOORD );
outVpos->setName( "outVpos" );
outVpos->setStructName( "OUT" );
outVpos->setType( "float4" );
outVpos->setType( "float3" );
Var *outPosition = (Var*) LangElement::find( "hpos" );
AssertFatal( outPosition, "ShaderFeatureHLSL::addOutVpos - Didn't find the output position." );
meta->addStatement( new GenOp( " @ = @;\r\n", outVpos, outPosition ) );
meta->addStatement( new GenOp( " @ = @.xyz;\r\n", outVpos, outPosition ) );
}
return outVpos;
@ -2686,7 +2686,7 @@ void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
tangent->setType( "float3" );
tangent->setName( "T" );
LangElement *tangentDec = new DecOp( tangent );
meta->addStatement( new GenOp( " @;\n", tangentDec ) );
meta->addStatement( new GenOp( " @ = float3(1.0,0,0);\n", tangentDec ) );
// We add a float foliageFade to the OUT structure.
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );