eyePosWorld usage cleanups

This commit is contained in:
AzaezelX 2025-12-02 23:25:05 -06:00
parent 9fe2eec813
commit 727cf6de6b
8 changed files with 5 additions and 9 deletions

View file

@ -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 )

View file

@ -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];

View file

@ -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.

View file

@ -135,7 +135,6 @@ uniform float lightInvSqrRange;
uniform float shadowSoftness;
uniform mat3 worldToLightProj;
uniform vec3 eyePosWorld;
uniform mat4 cameraToWorld;
out vec4 OUT_col;

View file

@ -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;

View file

@ -42,7 +42,6 @@ uniform vec4 rtParams0;
uniform vec4 vsFarPlane;
uniform mat4 cameraToWorld;
uniform vec3 eyePosWorld;
vec3 iblSpecular(in Surface surface, vec3 F)
{

View file

@ -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;

View file

@ -45,7 +45,6 @@ uniform vec4 lightColor;
uniform vec4 lightAmbient;
uniform float shadowSoftness;
uniform vec3 eyePosWorld;
uniform vec4 atlasXOffset;
uniform vec4 atlasYOffset;