Implementation of reflection and skylight probes.

Moves lighting math to the diffuse/specular two-channel logic.
This commit is contained in:
Areloch 2018-09-16 22:15:07 -05:00
parent 83dd55e851
commit 2be32ad737
102 changed files with 12346 additions and 1911 deletions

View file

@ -99,7 +99,7 @@ void DeferredRTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &component
uvScene->setName("uvScene");
LangElement *uvSceneDecl = new DecOp(uvScene);
String rtParamName = String::ToString("rtParams%s", "directLightingBuffer");
String rtParamName = String::ToString("rtParams%s", "diffuseLightingBuffer");
Var *rtParams = (Var*)LangElement::find(rtParamName);
if (!rtParams)
{
@ -215,7 +215,7 @@ void DeferredRTLightingFeatHLSL::setTexData( Material::StageData &stageDat,
mLastTexIndex = texIndex;
passData.mTexType[ texIndex ] = Material::TexTarget;
passData.mSamplerNames[ texIndex ]= "directLightingBuffer";
passData.mSamplerNames[ texIndex ]= "diffuseLightingBuffer";
passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
}
}