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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)
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5 changed files with 256 additions and 52 deletions
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@ -2944,7 +2944,7 @@ void HardwareSkinningFeatureHLSL::processVert( Vector<ShaderComponent*> &compo
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//****************************************************************************
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ReflectionProbeFeatHLSL::ReflectionProbeFeatHLSL()
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: mDep(String(Con::getVariable("$Core::CommonShaderPath")) + String("/lighting.hlsl"))
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: mDep(ShaderGen::smCommonShaderPath + String("/lighting.hlsl"))
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{
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addDependency(&mDep);
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}
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@ -2964,27 +2964,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>(componentList[C_CONNECTOR]);
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MultiLine *meta = new MultiLine;
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// Look for a wsNormal or grab it from the connector.
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/*Var *wsNormal = (Var*)LangElement::find("wsNormal");
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if (!wsNormal)
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{
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wsNormal = connectComp->getElement(RT_TEXCOORD);
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wsNormal->setName("wsNormal");
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wsNormal->setStructName("IN");
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wsNormal->setType("float3");
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// If we loaded the normal its our responsibility
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// to normalize it... the interpolators won't.
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//
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// Note we cast to half here to get partial precision
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// optimized code which is an acceptable loss of
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// precision for normals and performs much better
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// on older Geforce cards.
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//
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meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal));
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}*/
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition(componentList);
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Var *wsView = getWsView(wsPosition, meta);
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