Merge pull request #1774 from Azaezel/terrainTrouble

embeds blendtotal into the low bit for the normal|depth buffer
This commit is contained in:
Anis 2016-09-23 23:23:26 +02:00 committed by GitHub
commit 57dfeb829a
3 changed files with 14 additions and 2 deletions

View file

@ -1067,8 +1067,12 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
const MaterialFeatureData &fd )
{
Var *color = NULL;
Var *normal = NULL;
if (fd.features[MFT_DeferredTerrainDetailMap])
{
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
normal = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
}
else
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
@ -1080,6 +1084,8 @@ void TerrainAdditiveFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
if (normal)
meta->addStatement(new GenOp(" @.a = @;\r\n", normal, blendTotal));
output = meta;
}

View file

@ -1165,8 +1165,12 @@ void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
const MaterialFeatureData &fd )
{
Var *color = NULL;
Var *normal = NULL;
if (fd.features[MFT_DeferredTerrainDetailMap])
{
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::RenderTarget1) );
normal = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
}
else
color = (Var*) LangElement::find( getOutputTargetVarName(ShaderFeature::DefaultTarget) );
@ -1179,6 +1183,8 @@ void TerrainAdditiveFeatHLSL::processPix( Vector<ShaderComponent*> &componentLis
meta->addStatement( new GenOp( " clip( @ - 0.0001 );\r\n", blendTotal ) );
meta->addStatement( new GenOp( " @.a = @;\r\n", color, blendTotal ) );
if (normal)
meta->addStatement(new GenOp(" @.a = @;\r\n", normal, blendTotal));
output = meta;
}

View file

@ -548,8 +548,8 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
// MFT_TerrainAdditive feature to lerp the
// output normal with the previous pass.
//
//if ( prePassMat )
//desc.setColorWrites( true, true, false, false );
if ( prePassMat )
desc.setColorWrites( true, true, true, false );
}
// We write to the zbuffer if this is a prepass