differentiate forward lit and deferred ibl vars

since we're not currently using the same arrays et al for the whole pass, need to make sure those don't fight
This commit is contained in:
AzaezelX 2021-10-26 12:32:37 -05:00
parent 8c2aaaad18
commit 42bc6fa358
7 changed files with 44 additions and 43 deletions

View file

@ -78,20 +78,21 @@ const String ShaderGenVars::roughness("$roughness");
const String ShaderGenVars::metalness("$metalness");
const String ShaderGenVars::glowMul("$glowMul");
//Reflection Probes
//Reflection Probes - Forward lit. not to be confused with the deferred handwritten vars
//change to parity once we've got the same arrays used for both routes
const String ShaderGenVars::probePosition("$inProbePosArray");
const String ShaderGenVars::probeRefPos("$inRefPosArray");
const String ShaderGenVars::refScale("$inRefScale");
const String ShaderGenVars::worldToObjArray("$worldToObjArray");
const String ShaderGenVars::probeConfigData("$probeConfigData");
const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
const String ShaderGenVars::probeCount("$numProbes");
const String ShaderGenVars::worldToObjArray("inWorldToObjArray");
const String ShaderGenVars::probeConfigData("$inProbeConfigData");
const String ShaderGenVars::specularCubemapAR("$inSpecularCubemapAR");
const String ShaderGenVars::irradianceCubemapAR("$inIrradianceCubemapAR");
const String ShaderGenVars::probeCount("$inNumProbes");
const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
//Skylight
const String ShaderGenVars::skylightCubemapIdx("$skylightCubemapIdx");
const String ShaderGenVars::skylightCubemapIdx("$inSkylightCubemapIdx");
// These are ignored by the D3D layers.
const String ShaderGenVars::fogMap("$fogMap");