From 727cf6de6b762761f035a0b0907c74e52a07575a Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Tue, 2 Dec 2025 23:25:05 -0600 Subject: [PATCH] eyePosWorld usage cleanups --- .../game/core/rendering/scripts/gfxData/water.tscript | 4 ++-- .../BaseGame/game/core/rendering/shaders/gl/lighting.glsl | 3 ++- Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl | 2 +- .../rendering/shaders/lighting/advanced/gl/pointLightP.glsl | 1 - .../shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl | 1 - .../rendering/shaders/lighting/advanced/gl/skylightP.glsl | 1 - .../rendering/shaders/lighting/advanced/gl/spotLightP.glsl | 1 - .../rendering/shaders/lighting/advanced/gl/vectorLightP.glsl | 1 - 8 files changed, 5 insertions(+), 9 deletions(-) diff --git a/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.tscript b/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.tscript index e462a604b..ae68be3ac 100644 --- a/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.tscript +++ b/Templates/BaseGame/game/core/rendering/scripts/gfxData/water.tscript @@ -61,9 +61,9 @@ singleton GFXStateBlockData( WaterStateBlock ) { samplersDefined = true; samplerStates[0] = WaterSampler; // noise - samplerStates[1] = SamplerClampPoint; // #deferred + samplerStates[1] = SamplerClampLinear; // #deferred samplerStates[2] = SamplerClampLinear; // $reflectbuff - samplerStates[3] = SamplerClampPoint; // $backbuff + samplerStates[3] = SamplerClampLinear; // $backbuff samplerStates[4] = SamplerWrapLinear; // $cubemap samplerStates[5] = SamplerWrapLinear; // foam samplerStates[6] = SamplerClampLinear; // depthMap ( color gradient ) diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl index 0e5b7a585..5e0caa346 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/lighting.glsl @@ -22,12 +22,13 @@ #include "./torque.glsl" #include "./brdf.glsl" +#line 25 uniform float maxProbeDrawDistance; uniform int isCapturing; #ifndef TORQUE_SHADERGEN -#line 27 +uniform vec3 eyePosWorld; // These are the uniforms used by most lighting shaders. uniform vec4 inLightPos[4]; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index fa381711f..8a4c5be23 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -25,10 +25,10 @@ #include "./shaderModelAutoGen.hlsl" //globals -uniform float3 eyePosWorld; uniform float maxProbeDrawDistance; uniform int isCapturing; #ifndef TORQUE_SHADERGEN +uniform float3 eyePosWorld; // These are the uniforms used by most lighting shaders. diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl index b0b02d226..ae4f2e19b 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/pointLightP.glsl @@ -135,7 +135,6 @@ uniform float lightInvSqrRange; uniform float shadowSoftness; uniform mat3 worldToLightProj; -uniform vec3 eyePosWorld; uniform mat4 cameraToWorld; out vec4 OUT_col; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl index 9d4a589cb..6e603b5fa 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/reflectionProbeArrayP.glsl @@ -16,7 +16,6 @@ uniform vec3 ambientColor; uniform vec4 rtParams0; uniform vec4 vsFarPlane; uniform mat4 cameraToWorld; -uniform vec3 eyePosWorld; //cubemap arrays require all the same size. so shared mips# value uniform float cubeMips; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/skylightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/skylightP.glsl index 7b174641d..9a65d9ef2 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/skylightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/skylightP.glsl @@ -42,7 +42,6 @@ uniform vec4 rtParams0; uniform vec4 vsFarPlane; uniform mat4 cameraToWorld; -uniform vec3 eyePosWorld; vec3 iblSpecular(in Surface surface, vec3 F) { diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl index 3585bfde2..0042d5de3 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/spotLightP.glsl @@ -62,7 +62,6 @@ uniform vec4 vsFarPlane; uniform mat4 worldToLightProj; uniform vec4 lightParams; uniform float shadowSoftness; -uniform vec3 eyePosWorld; uniform mat4 cameraToWorld; uniform mat4 worldToCamera; diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl index 944d07367..37964b1fb 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl @@ -45,7 +45,6 @@ uniform vec4 lightColor; uniform vec4 lightAmbient; uniform float shadowSoftness; -uniform vec3 eyePosWorld; uniform vec4 atlasXOffset; uniform vec4 atlasYOffset;