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https://github.com/TorqueGameEngines/Torque3D.git
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Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP
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commit
2f68fdae5e
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@ -639,8 +639,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
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probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
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Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
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Point3F refBoxMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
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Point3F refBoxMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
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Point3F refBoxMin = refPos - curEntry.mProbeRefScale * curEntry.getTransform().getScale();
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Point3F refBoxMax = refPos + curEntry.mProbeRefScale * curEntry.getTransform().getScale();
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refBoxMinArray[effectiveProbeCount] = Point4F(refBoxMin.x, refBoxMin.y, refBoxMin.z, 0);
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refBoxMaxArray[effectiveProbeCount] = Point4F(refBoxMax.x, refBoxMax.y, refBoxMax.z, 0);
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@ -848,10 +848,6 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
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meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
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}
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Var* inTex = getInTexCoord("texCoord", "float2", componentList);
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if (!inTex)
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return nullptr;
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Var* wsNormal = (Var*)LangElement::find("wsNormal");
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Var* normal = (Var*)LangElement::find("normal");
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if (!normal)
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@ -878,8 +874,8 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
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if (!surface)
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{
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surface = new Var("surface", "Surface");
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, matinfo,
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inTex, wsPosition, wsEyePos, wsView));
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, matinfo,
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wsPosition, wsEyePos, wsView));
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}
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return surface;
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@ -122,8 +122,7 @@ inline Surface createSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TOR
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return surface;
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}
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inline Surface createForwardSurface(float4 baseColor, float3 normal, float4 pbrProperties, in float2 uv,
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in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay)
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inline Surface createForwardSurface(float4 baseColor, float3 normal, float4 pbrProperties, in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay)
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{
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Surface surface = (Surface)0;
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