gl conversionwork - forward lit variant. do note, crashs with

`Engine\source\gfx\gfxDevice.cpp(837,0): {Fatal} - GFXDevice::setTexture - out of range stage! -1>16` though the shaders themselves are now in a compling state (ostensibly)
This commit is contained in:
AzaezelX 2019-04-28 06:24:19 -05:00
parent 129c59e8bb
commit 636a83e155
5 changed files with 256 additions and 52 deletions

View file

@ -2944,7 +2944,7 @@ void HardwareSkinningFeatureHLSL::processVert( Vector<ShaderComponent*> &compo
//****************************************************************************
ReflectionProbeFeatHLSL::ReflectionProbeFeatHLSL()
: mDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/lighting.hlsl"))
: mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl"))
{
addDependency(&mDep);
}
@ -2964,27 +2964,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
MultiLine *meta = new MultiLine;
// Look for a wsNormal or grab it from the connector.
/*Var *wsNormal = (Var*)LangElement::find("wsNormal");
if (!wsNormal)
{
wsNormal = connectComp->getElement(RT_TEXCOORD);
wsNormal->setName("wsNormal");
wsNormal->setStructName("IN");
wsNormal->setType("float3");
// If we loaded the normal its our responsibility
// to normalize it... the interpolators won't.
//
// Note we cast to half here to get partial precision
// optimized code which is an acceptable loss of
// precision for normals and performs much better
// on older Geforce cards.
//
meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal));
}*/
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition(componentList);
Var *wsView = getWsView(wsPosition, meta);