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

@ -68,6 +68,15 @@ const String ShaderGenVars::specularColor("$specularColor");
const String ShaderGenVars::smoothness("$smoothness");
const String ShaderGenVars::metalness("$metalness");
//Reflection Probes
const String ShaderGenVars::probePosition("$inProbePos");
const String ShaderGenVars::probeRadius("$inProbeRadius");
const String ShaderGenVars::probeBoxMin("$inProbeBoxMin");
const String ShaderGenVars::probeBoxMax("$inProbeBoxMax");
const String ShaderGenVars::probeLocalPos("$inProbeLocalPos");
const String ShaderGenVars::probeIsSphere("$inProbeIsSphere");
const String ShaderGenVars::probeCubemap("$inProbeCubemap");
// These are ignored by the D3D layers.
const String ShaderGenVars::fogMap("$fogMap");
const String ShaderGenVars::dlightMap("$dlightMap");