Added check for when getting the Detail feature's output, to validate if we have the foliage feature, which was causing a stomp on the required float4 texCoord for the foliage featuer to work right

Temporarily disabled wsNormal addition when we have no defined normal map until it's finished being integrated
Fixed the structure for the lighting/probe shadergen logic in GL so it generates correctly, resolving a crash on unix machines.
This commit is contained in:
Areloch 2019-10-03 23:46:53 -05:00
parent f0776fa557
commit 49f4fddd77
8 changed files with 66 additions and 31 deletions

View file

@ -237,10 +237,12 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
componentList );
}
const bool useFoliageTexCoord = fd.features[MFT_Foliage];
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
addOutDetailTexCoord( componentList,
meta,
useTexAnim );
useTexAnim, useFoliageTexCoord);
output = meta;
}

View file

@ -245,10 +245,12 @@ void DeferredBumpFeatHLSL::processVert( Vector<ShaderComponent*> &componentLis
componentList );
}
const bool useFoliageTexCoord = fd.features[MFT_Foliage];
if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
addOutDetailTexCoord( componentList,
meta,
useTexAnim );
useTexAnim, useFoliageTexCoord);
output = meta;
}