From 661a192e878a951ac10d0d2f715e352fd5e57ba4 Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Sun, 3 Oct 2021 21:53:16 -0500 Subject: [PATCH] orderfix for RTLightingFeatHLSL vert vs pixel shader. the order needs to match, same as network comunicating --- Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp b/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp index dfdb5439c..ecd4619d0 100644 --- a/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp +++ b/Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp @@ -879,12 +879,10 @@ Var* ShaderFeatureHLSL::getSurface(Vector& componentList, Mult meta->addStatement(new GenOp(" @;\r\n\n", new DecOp(normal))); Var* wsNormal = (Var*)LangElement::find("wsNormal"); - if (!fd.features[MFT_NormalMap]) { if (!wsNormal) wsNormal = getInWorldNormal(componentList); - meta->addStatement(new GenOp(" @ = normalize( @ );\r\n\n", normal, wsNormal)); } else @@ -2227,10 +2225,9 @@ void RTLightingFeatHLSL::processPix( Vector &componentList, MultiLine *meta = new MultiLine; // Now the wsPosition and wsView. - Var* worldToTangent = getInWorldToTangent(componentList); - Var* wsNormal = getInWorldNormal(componentList); Var *wsPosition = getInWsPosition( componentList ); - + Var* worldToTangent = getInWorldToTangent(componentList); + Var* wsNormal = getInWorldNormal(componentList); Var *wsView = getWsView( wsPosition, meta ); // Look for a light mask generated from a previous