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https://github.com/TorqueGameEngines/Torque3D.git
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emissive to recivesShadows
now we've got a glow mask and multiplier, ditch the emissive flag in favor of a proper recivesShadows
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54a2235128
commit
645f88d4af
20 changed files with 70 additions and 114 deletions
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@ -353,15 +353,10 @@ void ProcessedShaderMaterial::_determineFeatures( U32 stageNum,
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if ( mMaterial->mAlphaTest )
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fd.features.addFeature( MFT_AlphaTest );
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if (mMaterial->mEmissive[stageNum])
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{
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fd.features.addFeature(MFT_IsEmissive);
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}
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else
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if (mMaterial->isTranslucent())
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{
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fd.features.addFeature(MFT_RTLighting);
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if (mMaterial->isTranslucent())
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fd.features.addFeature(MFT_ReflectionProbes);
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fd.features.addFeature(MFT_ReflectionProbes);
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}
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if ( mMaterial->mAnimFlags[stageNum] )
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@ -1204,8 +1199,8 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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// Deferred Shading: Determine Material Info Flags
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S32 matInfoFlags =
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(mMaterial->mEmissive[stageNum] ? 1 : 0) | //emissive
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(mMaterial->mSubSurface[stageNum] ? 2 : 0); //subsurface
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(mMaterial->mReceiveShadows[stageNum] ? 1 : 0) | //ReceiveShadows
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(mMaterial->mSubSurface[stageNum] ? 1 << 2 : 0); //subsurface
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mMaterial->mMatInfoFlags[stageNum] = matInfoFlags / 255.0f;
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shaderConsts->setSafe(handles->mMatInfoFlagsSC, mMaterial->mMatInfoFlags[stageNum]);
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if( handles->mAccuScaleSC->isValid() )
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