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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 06:34:36 +00:00
Shifts the verts used to match the fullscreen quad setup of vector light, utilizing FarFrustuQuadVerts
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c6d4ea37b9
commit
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4 changed files with 27 additions and 87 deletions
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@ -293,7 +293,7 @@ new ShaderData( ReflectionProbeShader )
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samplerNames[4] = "$irradianceCubemap";
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samplerNames[5] = "$BRDFTexture";*/
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DXVertexShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayV.hlsl";
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DXVertexShaderFile = "shaders/common/lighting/advanced/farFrustumQuadV.hlsl";
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DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayV.glsl";
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@ -302,9 +302,9 @@ new ShaderData( ReflectionProbeShader )
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samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$colorBuffer";
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samplerNames[2] = "$matInfoBuffer";
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samplerNames[3] = "$cubeMap";
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samplerNames[4] = "$irradianceCubemap";
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samplerNames[5] = "$BRDFTexture";
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samplerNames[3] = "$BRDFTexture";
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samplerNames[4] = "$cubeMap";
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samplerNames[5] = "$irradianceCubemap";
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pixVersion = 3.0;
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};
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@ -4,13 +4,6 @@
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#include "../../lighting.hlsl"
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#include "../../torque.hlsl"
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struct ConvexConnectP
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{
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float4 pos : TORQUE_POSITION;
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float4 uv0 : TEXCOORD1;
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float4 vsEyeDir : TEXCOORD2;
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};
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TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
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TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
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@ -95,22 +88,15 @@ float defineBoxSpaceInfluence(Surface surface, int id)
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return max(localDir.x, max(localDir.y, localDir.z)) * -1;
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}
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float4 main( ConvexConnectP IN ) : SV_TARGET
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float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
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{
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// Compute scene UV
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//float3 ssPos = IN.ssPos.xyz / IN.ssPos.w;
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//float2 IN.uv0 = getUVFromSSPos( ssPos, rtParams0 );
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//eye ray WS/LS
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float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
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float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
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//unpack normal and linear depth
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float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy);
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//create surface
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Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer),
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IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld);
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IN.uv0.xy, eyePosWorld, IN.wsEyeRay, cameraToWorld);
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//early out if emissive
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if (getFlag(surface.matFlag, 0))
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{
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@ -182,5 +168,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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}
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//final diffuse color
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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return float4(diffuse + specular * surface.ao, blendSum);
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float4 finalColor = float4(diffuse + specular * surface.ao, blendSum);
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return finalColor;
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}
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