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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
revert some removals of vert to pixel shader getters to avoid register mismatches.
(cherry picked from commit 1e1e39f4f72ac6d4ce19704f69ba34bbff29d89c)
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835d6f009a
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@ -2141,6 +2141,12 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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MultiLine *meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition( componentList );
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var* wsNormal = getInWorldNormal(componentList);
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Var *wsView = getWsView( wsPosition, meta );
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// Look for a light mask generated from a previous
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// feature (this is done for BL terrain lightmaps).
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LangElement *lightMask = LangElement::find( "lightMask" );
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@ -2948,6 +2954,12 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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MultiLine * meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition(componentList);
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Var *worldToTangent = getInWorldToTangent(componentList);
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Var *wsNormal = getInWorldNormal(componentList);
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Var *wsView = getWsView(wsPosition, meta);
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//Reflection Probe WIP
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U32 MAX_FORWARD_PROBES = 4;
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@ -122,6 +122,17 @@ void DebugVizHLSL::processPix(Vector<ShaderComponent*>& componentList,
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if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
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return;
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MultiLine* meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var* wsNormal = getInWorldNormal(componentList);
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Var* wsPosition = getInWsPosition(componentList);
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Var* wsView = getWsView(wsPosition, meta);
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//Reflection Probe WIP
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U32 MAX_FORWARD_PROBES = 4;
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Var* numProbes = (Var*)LangElement::find("inNumProbes");
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Var* cubeMips = (Var*)LangElement::find("cubeMips");
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Var* skylightCubemapIdx = (Var*)LangElement::find("inSkylightCubemapIdx");
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@ -2221,6 +2221,12 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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MultiLine *meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition( componentList );
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var* wsNormal = getInWorldNormal(componentList);
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Var *wsView = getWsView( wsPosition, meta );
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// Look for a light mask generated from a previous
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// feature (this is done for BL terrain lightmaps).
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LangElement *lightMask = LangElement::find( "lightMask" );
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@ -3030,6 +3036,12 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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MultiLine *meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var* wsPosition = getInWsPosition(componentList);
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Var* worldToTangent = getInWorldToTangent(componentList);
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Var *wsNormal = getInWorldNormal(componentList);
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Var *wsView = getWsView(wsPosition, meta);
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//Reflection Probe WIP
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U32 MAX_FORWARD_PROBES = 4;
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@ -347,6 +347,8 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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meta->addStatement(new GenOp(" @ = float4(1.0f/255.0f, 1.0, 1.0, 0.0);\r\n", ormConfig));
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output = meta;
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Var* viewToTangent = getInViewToTangent(componentList);
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}
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ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
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@ -542,6 +544,9 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// Get the detail id.
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Var *detailInfo = _getDetailIdStrengthParallax();
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// This is done here to make sure the macro arrays are the correct size
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Var* macroInfo = _getMacroIdStrengthParallax();
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// Create the detail blend var.
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Var *detailBlend = new Var;
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detailBlend->setType( "float" );
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@ -1319,6 +1324,7 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
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{
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for (S32 idx = 0; idx < detailCount; ++idx)
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{
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Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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Var* blendHardness = (Var*)LangElement::find(String::ToString("blendHardness%d", idx));
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if (!blendHardness)
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@ -624,7 +624,7 @@ void TerrainDetailMapFeatHLSL::processPix( Vector<ShaderComponent*> &component
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Var *detailInfo = _getDetailIdStrengthParallax();
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// Done here to keep array indexes aligned
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_getMacroIdStrengthParallax();
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Var* macroInfo = _getMacroIdStrengthParallax();
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// Create the detail blend var.
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Var *detailBlend = new Var;
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@ -1414,6 +1414,7 @@ void TerrainHeightMapBlendHLSL::processPix(Vector<ShaderComponent*>& componentLi
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{
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for (S32 idx = 0; idx < detailCount; ++idx)
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{
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Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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Var* blendHardness = (Var*)LangElement::find(String::ToString("blendHardness%d", idx));
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if (!blendHardness)
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