mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-23 16:43:50 +00:00
be clear where we're referencing gbuffer render targets
This commit is contained in:
parent
c04f3ae166
commit
2287c28d32
9 changed files with 24 additions and 154 deletions
|
|
@ -1181,13 +1181,13 @@ void DiffuseFeatureGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
diffuseMaterialColor->constSortPos = cspPotentialPrimitive;
|
||||
|
||||
MultiLine* meta = new MultiLine;
|
||||
Var *col = (Var*)LangElement::find("col");
|
||||
Var *col = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
ShaderFeature::OutputTarget targ = ShaderFeature::DefaultTarget;
|
||||
if (fd.features[MFT_isDeferred])
|
||||
{
|
||||
targ = ShaderFeature::RenderTarget1;
|
||||
|
||||
col = (Var*)LangElement::find("col1");
|
||||
col = (Var*)LangElement::find(getOutputTargetVarName(targ));
|
||||
meta = new MultiLine;
|
||||
if (!col)
|
||||
{
|
||||
|
|
@ -1196,7 +1196,7 @@ void DiffuseFeatureGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
col->setType("vec4");
|
||||
col->setName(getOutputTargetVarName(targ));
|
||||
col->setStructName("OUT");
|
||||
meta->addStatement(new GenOp(" @ = vec4(1.0);\r\n", col));
|
||||
meta->addStatement(new GenOp(" @ = vec4(1.0,1.0,1.0,1.0);\r\n", col));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -2334,7 +2334,7 @@ void FogFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
fogColor->constSortPos = cspPass;
|
||||
|
||||
// Get the out color.
|
||||
Var *color = (Var*) LangElement::find( "col" );
|
||||
Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
if ( !color )
|
||||
{
|
||||
color = new Var;
|
||||
|
|
@ -2466,7 +2466,7 @@ void VisibilityFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
// Translucent objects do a simple alpha fade.
|
||||
if ( fd.features[ MFT_IsTranslucent ] )
|
||||
{
|
||||
Var *color = (Var*) LangElement::find( "col" );
|
||||
Var *color = (Var*) LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
meta->addStatement( new GenOp( " @.a *= @;\r\n", color, visibility ) );
|
||||
return;
|
||||
}
|
||||
|
|
@ -2507,9 +2507,9 @@ void AlphaTestGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
}
|
||||
|
||||
// If we don't have a color var then we cannot do an alpha test.
|
||||
Var *color = (Var*)LangElement::find( "col1" );
|
||||
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1) );
|
||||
if ( !color )
|
||||
color = (Var*)LangElement::find("col");
|
||||
color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
if ( !color )
|
||||
{
|
||||
output = NULL;
|
||||
|
|
@ -2542,7 +2542,7 @@ void GlowMaskGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
//
|
||||
// The shader compiler will optimize out all the other
|
||||
// code above that doesn't contribute to the alpha mask.
|
||||
Var *color = (Var*)LangElement::find( "col" );
|
||||
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
if ( color )
|
||||
output = new GenOp( " @.rgb = vec3(0);\r\n", color );
|
||||
}
|
||||
|
|
@ -2574,7 +2574,7 @@ void HDROutGLSL::processPix( Vector<ShaderComponent*> &componentList,
|
|||
const MaterialFeatureData &fd )
|
||||
{
|
||||
// Let the helper function do the work.
|
||||
Var *color = (Var*)LangElement::find( "col" );
|
||||
Var *color = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
|
||||
if ( color )
|
||||
output = new GenOp( " @ = hdrEncode( @ );\r\n", color, color );
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue