Added fetch for BRDF texture for forward rendering use, re-enabled brdf logic in the lighting shader and got the probe arrays properly sampling into forward as well.

TODO: core::rendering pref on the BRDF texture instead of hardcode path, add best-pick logic for forward probes and double-check ogl forward is playing nice.
This commit is contained in:
Areloch 2019-05-02 00:05:12 -05:00
parent 98a3ff604a
commit 4e557aec83
6 changed files with 40 additions and 21 deletions

View file

@ -80,6 +80,8 @@ const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
const String ShaderGenVars::probeCount("$numProbes");
const String ShaderGenVars::BRDFTextureMap("$BRDFTexture");
//Skylight
const String ShaderGenVars::skylightPrefilterMap("$skylightSpecularMap");
const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");