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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +00:00
Cleanup and fixes
This commit is contained in:
parent
f55e7f7a22
commit
3c8d07a03e
10 changed files with 159 additions and 188 deletions
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@ -336,9 +336,11 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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Resources res;
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// Sample base texture
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res.numTexReg = 1;
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res.numTex = 1;
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res.numTex = 1;
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return res;
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}
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@ -521,73 +523,40 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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meta->addStatement( new GenOp( " @ = calcBlend( @.x, @.xy, @, @ );\r\n",
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new DecOp( detailBlend ), new IndexOp(detailInfo, detailIndex), inTex, layerSize, layerSample ) );
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// New terrain
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Var *lerpBlend = (Var*)LangElement::find("lerpBlend");
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if (!lerpBlend)
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// If we had a parallax feature... then factor in the parallax
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// amount so that it fades out with the layer blending.
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if (fd.features.hasFeature(MFT_TerrainParallaxMap, detailIndex))
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{
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lerpBlend = new Var;
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lerpBlend->setType("float");
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lerpBlend->setName("lerpBlend");
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lerpBlend->uniform = true;
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lerpBlend->constSortPos = cspPrimitive;
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// Get the normal map texture.
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Var* normalMap = _getNormalMapSampler();
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// Call the library function to do the rest.
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if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
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{
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meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
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inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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}
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else
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{
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meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
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inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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}
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}
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Var *blendDepth = (Var*)LangElement::find(String::ToString("blendDepth%d", detailIndex));
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if (!blendDepth)
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{
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blendDepth = new Var;
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blendDepth->setType("float");
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blendDepth->setName(String::ToString("blendDepth%d", detailIndex));
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blendDepth->uniform = true;
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blendDepth->constSortPos = cspPrimitive;
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}
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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if (fd.features.hasFeature(MFT_isDeferred))
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target= ShaderFeature::RenderTarget1;
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Var *outColor = (Var*)LangElement::find( getOutputTargetVarName(target) );
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if (!outColor)
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{
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// create color var
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outColor = new Var;
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outColor->setType("vec4");
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outColor->setName("col");
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outColor->setStructName("OUT");
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meta->addStatement(new GenOp(" @;\r\n", outColor));
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}
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Var *detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
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Var* detailColor = (Var*)LangElement::find(String::ToString("detailColor%d", detailIndex));
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if (!detailColor)
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{
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detailColor = new Var;
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detailColor->setType("vec4");
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detailColor->setName(String::ToString("detailColor%d", detailIndex));
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
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detailColor = new Var;
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detailColor->setType("vec4");
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detailColor->setName(String::ToString("detailColor%d", detailIndex));
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meta->addStatement(new GenOp(" @;\r\n", new DecOp(detailColor)));
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}
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// Get the detail texture.
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Var *detailMap = _getDetailMapSampler();
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// Get the normal map texture.
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Var *normalMap = _getNormalMapSampler();
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// Sample the normal map.
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//
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// We take two normal samples and lerp between them for
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// side projection layers... else a single sample.
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//
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// Note that we're doing the standard greyscale detail
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// map technique here which can darken and lighten the
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// diffuse texture.
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//
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// We take two color samples and lerp between them for
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// side projection layers... else a single sample.
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//
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// If we had a parallax feature... then factor in the parallax
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// amount so that it fades out with the layer blending.
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if (fd.features.hasFeature(MFT_TerrainSideProject, detailIndex))
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{
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meta->addStatement(new GenOp(" @ = ( lerp( tex2D( @, vec3(@.yz, @.x) ), tex2D( @, vec3(@.xz, @.x) ), @.z ) * 2.0 ) - 1.0;\r\n",
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@ -602,31 +571,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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meta->addStatement(new GenOp(" @ *= @.y * @.w;\r\n",
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detailColor, new IndexOp(detailInfo, detailIndex), inDet));
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// If we had a parallax feature... then factor in the parallax
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// amount so that it fades out with the layer blending.
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if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
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{
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// Call the library function to do the rest.
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if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
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{
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meta->addStatement(new GenOp(" @.xy += parallaxOffsetDxtnm( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
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inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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}
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else
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{
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meta->addStatement(new GenOp(" @.xy += parallaxOffset( @, vec3(@.xy, @.x), @, @.z * @ );\r\n",
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inDet, normalMap, inDet, new IndexOp(detailInfo, detailIndex), negViewTS, new IndexOp(detailInfo, detailIndex), detailBlend));
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}
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}
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// Check to see if we have a gbuffer normal.
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Var* viewToTangent = (Var*)LangElement::find("viewToTangent");
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if (!viewToTangent && fd.features.hasFeature(MFT_TerrainHeightBlend))
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{
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// This needs to be here, to ensure consistent ordering of texcoords, be careful with moving it
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getInViewToTangent(componentList);
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}
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if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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{
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// Check to see if we have a gbuffer normal.
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@ -651,6 +595,14 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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meta->addStatement(new GenOp(" if ( @ > 0.0f )\r\n", detailBlend));
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meta->addStatement(new GenOp(" {\r\n"));
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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if (fd.features.hasFeature(MFT_isDeferred))
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target = ShaderFeature::RenderTarget1;
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Var* outColor = (Var*)LangElement::find(getOutputTargetVarName(target));
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meta->addStatement(new GenOp(" @.rgb = toGamma(@.rgb);\r\n", outColor, outColor));
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meta->addStatement(new GenOp(" @ += @ * @;\r\n",
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@ -672,10 +624,10 @@ ShaderFeature::Resources TerrainDetailMapFeatGLSL::getResources( const MaterialF
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{
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// If this is the first detail pass then we
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// samples from the layer tex.
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res.numTex += 1;
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res.numTexReg += 1;
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res.numTex = 1;
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res.numTexReg = 1;
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// Texture Array
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// Add Detail TextureArray
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res.numTex += 1;
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res.numTexReg += 1;
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}
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@ -930,9 +882,12 @@ void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &component
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MultiLine *meta = new MultiLine;
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// Make sure the world to tangent transform
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// is created and available for the pixel shader.
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getOutViewToTangent( componentList, meta, fd );
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if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
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{
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// Make sure the world to tangent transform
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// is created and available for the pixel shader.
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getOutViewToTangent(componentList, meta, fd);
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}
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output = meta;
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}
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@ -1018,24 +973,26 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
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{
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Resources res;
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if (getProcessIndex() == 0)
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// We only need to process normals during the deferred.
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if (!fd.features.hasFeature(MFT_DeferredConditioner))
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{
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// Texture Array
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res.numTex += 1;
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res.numTexReg += 1;
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return res;
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}
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S32 featureIndex = 0, firstNormalMapIndex = 0;
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for (int idx = 0; idx < fd.features.getCount(); ++idx) {
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const FeatureType& type = fd.features.getAt(idx, &featureIndex);
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if (type == MFT_TerrainNormalMap) {
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firstNormalMapIndex = getMin(firstNormalMapIndex, featureIndex);
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}
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}
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// We only need to process normals during the deferred.
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if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
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if (getProcessIndex() == firstNormalMapIndex)
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{
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// If this is the first normal map and there
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// are no parallax features then we will
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// generate the worldToTanget transform.
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if ( !fd.features.hasFeature( MFT_TerrainParallaxMap ) &&
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( getProcessIndex() == 0 || !fd.features.hasFeature( MFT_TerrainNormalMap, getProcessIndex() - 1 ) ) )
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res.numTexReg = 3;
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res.numTex = 1;
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// Normal Texture Array
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res.numTexReg += 1;
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res.numTex += 1;
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}
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return res;
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@ -1260,10 +1217,23 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
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ShaderFeature::Resources TerrainORMMapFeatGLSL::getResources(const MaterialFeatureData &fd)
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{
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Resources res;
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res.numTex = 1;
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res.numTexReg += 1;
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return res;
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Resources res;
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S32 featureIndex = 0, firstOrmMapIndex = 0;
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for (int idx = 0; idx < fd.features.getCount(); ++idx) {
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const FeatureType& type = fd.features.getAt(idx, &featureIndex);
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if (type == MFT_TerrainORMMap) {
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firstOrmMapIndex = getMin(firstOrmMapIndex, featureIndex);
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}
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}
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// We only need to process normals during the deferred.
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if (getProcessIndex() == firstOrmMapIndex)
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{
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res.numTexReg = 1;
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res.numTex = 1;
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}
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return res;
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}
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@ -1312,8 +1282,23 @@ void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &component
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output = meta;
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}
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void TerrainHeightMapBlendGLSL::processVert(
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Vector<ShaderComponent *> &componentList, const MaterialFeatureData &fd) {
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// We only need to process normals during the deferred.
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if (!fd.features.hasFeature(MFT_DeferredConditioner))
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return;
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MultiLine* meta = new MultiLine;
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// Make sure the world to tangent transform
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// is created and available for the pixel shader.
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getOutViewToTangent(componentList, meta, fd);
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output = meta;
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}
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void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentList,
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const MaterialFeatureData& fd)
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const MaterialFeatureData& fd)
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{
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ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
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