From 39fa9f90e8b4facc7d6bc53235dfa117a4afe2dd Mon Sep 17 00:00:00 2001 From: Azaezel Date: Fri, 2 Nov 2018 16:04:04 -0500 Subject: [PATCH] we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission --- .../client/lighting/advanced/shaders.cs | 20 +++++++------------ .../lighting/advanced/vectorLightP.hlsl | 1 - 2 files changed, 7 insertions(+), 14 deletions(-) diff --git a/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs b/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs index ca8171bf5..2ca4db85a 100644 --- a/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs +++ b/Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs @@ -73,9 +73,8 @@ new ShaderData( AL_VectorLightShader ) samplerNames[2] = "$dynamicShadowMap"; samplerNames[3] = "$ssaoMask"; samplerNames[4] = "$gTapRotationTex"; - samplerNames[5] = "$lightBuffer"; - samplerNames[6] = "$colorBuffer"; - samplerNames[7] = "$matInfoBuffer"; + samplerNames[5] = "$colorBuffer"; + samplerNames[6] = "$matInfoBuffer"; pixVersion = 3.0; }; @@ -87,8 +86,7 @@ new CustomMaterial( AL_VectorLightMaterial ) sampler["deferredBuffer"] = "#deferred"; sampler["shadowMap"] = "$dynamiclight"; sampler["dynamicShadowMap"] = "$dynamicShadowMap"; - sampler["ssaoMask"] = "#ssaoMask"; - sampler["lightBuffer"] = "#specularLighting"; + sampler["ssaoMask"] = "#ssaoMask"; sampler["colorBuffer"] = "#color"; sampler["matInfoBuffer"] = "#matinfo"; @@ -150,9 +148,8 @@ new ShaderData( AL_PointLightShader ) samplerNames[2] = "$dynamicShadowMap"; samplerNames[3] = "$cookieMap"; samplerNames[4] = "$gTapRotationTex"; - samplerNames[5] = "$lightBuffer"; - samplerNames[6] = "$colorBuffer"; - samplerNames[7] = "$matInfoBuffer"; + samplerNames[5] = "$colorBuffer"; + samplerNames[6] = "$matInfoBuffer"; pixVersion = 3.0; }; @@ -166,7 +163,6 @@ new CustomMaterial( AL_PointLightMaterial ) sampler["shadowMap"] = "$dynamiclight"; sampler["dynamicShadowMap"] = "$dynamicShadowMap"; sampler["cookieMap"] = "$dynamiclightmask"; - sampler["lightBuffer"] = "#specularLighting"; sampler["colorBuffer"] = "#color"; sampler["matInfoBuffer"] = "#matinfo"; @@ -189,9 +185,8 @@ new ShaderData( AL_SpotLightShader ) samplerNames[2] = "$dynamicShadowMap"; samplerNames[3] = "$cookieMap"; samplerNames[4] = "$gTapRotationTex"; - samplerNames[5] = "$lightBuffer"; - samplerNames[6] = "$colorBuffer"; - samplerNames[7] = "$matInfoBuffer"; + samplerNames[5] = "$colorBuffer"; + samplerNames[6] = "$matInfoBuffer"; pixVersion = 3.0; }; @@ -205,7 +200,6 @@ new CustomMaterial( AL_SpotLightMaterial ) sampler["shadowMap"] = "$dynamiclight"; sampler["dynamicShadowMap"] = "$dynamicShadowMap"; sampler["cookieMap"] = "$dynamiclightmask"; - sampler["lightBuffer"] = "#specularLighting"; sampler["colorBuffer"] = "#color"; sampler["matInfoBuffer"] = "#matinfo"; diff --git a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl index 79e407b5a..5341ad36f 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl @@ -39,7 +39,6 @@ TORQUE_UNIFORM_SAMPLER2D(ssaoMask, 3); uniform float4 rtParams3; #endif -TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5); TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6); TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7);