Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.

TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
This commit is contained in:
Areloch 2019-05-02 00:05:12 -05:00
parent 2b997d2d9c
commit 25f27318f7
6 changed files with 40 additions and 21 deletions

View file

@ -281,8 +281,8 @@ void GenericConstBuffer::assertUnassignedConstants( const char *shaderName )
mLayout->getDesc( i, pd );
// Assert on the unassigned constant.
AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
pd.name.c_str(), shaderName ) );
//AssertFatal( false, avar( "The '%s' shader constant in shader '%s' was unassigned!",
// pd.name.c_str(), shaderName ) );
}
}