from @rextimmy: ssao work

shifts ssao from the vectorlight to ibl-only via the reflectionProbearray postfx shader
This commit is contained in:
AzaezelX 2019-10-31 19:06:40 -05:00
parent 3af902c911
commit 501990c3b6
10 changed files with 107 additions and 85 deletions

View file

@ -30,7 +30,7 @@
#include "renderInstance/renderDeferredMgr.h"
#include "math/mPolyhedron.impl.h"
#include "gfx/gfxTransformSaver.h"
#include "lighting/advanced/advancedLightBinManager.h" //for ssao
#include "gfx/gfxDebugEvent.h"
#include "shaderGen/shaderGenVars.h"
#include "materials/shaderData.h"
@ -752,6 +752,24 @@ void RenderProbeMgr::render( SceneRenderState *state )
mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "1");
else
mProbeArrayEffect->setShaderMacro("SKYLIGHT_ONLY", "0");
//ssao mask
if (AdvancedLightBinManager::smUseSSAOMask)
{
//find ssaoMask
NamedTexTargetRef ssaoTarget = NamedTexTarget::find("ssaoMask");
GFXTextureObject* pTexObj = ssaoTarget->getTexture();
if (pTexObj)
{
mProbeArrayEffect->setShaderMacro("USE_SSAO_MASK");
mProbeArrayEffect->setTexture(6, pTexObj);
}
}
else
{
mProbeArrayEffect->setTexture(6, NULL);
}
mProbeArrayEffect->setTexture(3, mBRDFTexture);
mProbeArrayEffect->setCubemapArrayTexture(4, mPrefilterArray);