Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP

This commit is contained in:
Areloch 2019-07-22 00:17:29 -05:00
commit 2f68fdae5e
3 changed files with 5 additions and 10 deletions

View file

@ -639,8 +639,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
probeWorldToObjArray[effectiveProbeCount] = curEntry.getTransform();
Point3F refPos = curEntry.getPosition() + curEntry.mProbeRefOffset;
Point3F refBoxMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
Point3F refBoxMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
Point3F refBoxMin = refPos - curEntry.mProbeRefScale * curEntry.getTransform().getScale();
Point3F refBoxMax = refPos + curEntry.mProbeRefScale * curEntry.getTransform().getScale();
refBoxMinArray[effectiveProbeCount] = Point4F(refBoxMin.x, refBoxMin.y, refBoxMin.z, 0);
refBoxMaxArray[effectiveProbeCount] = Point4F(refBoxMax.x, refBoxMax.y, refBoxMax.z, 0);

View file

@ -848,10 +848,6 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
}
Var* inTex = getInTexCoord("texCoord", "float2", componentList);
if (!inTex)
return nullptr;
Var* wsNormal = (Var*)LangElement::find("wsNormal");
Var* normal = (Var*)LangElement::find("normal");
if (!normal)
@ -878,8 +874,8 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
if (!surface)
{
surface = new Var("surface", "Surface");
meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, matinfo,
inTex, wsPosition, wsEyePos, wsView));
meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, matinfo,
wsPosition, wsEyePos, wsView));
}
return surface;

View file

@ -122,8 +122,7 @@ inline Surface createSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TOR
return surface;
}
inline Surface createForwardSurface(float4 baseColor, float3 normal, float4 pbrProperties, in float2 uv,
in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay)
inline Surface createForwardSurface(float4 baseColor, float3 normal, float4 pbrProperties, in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay)
{
Surface surface = (Surface)0;