go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet

This commit is contained in:
AzaezelX 2019-05-05 18:34:39 -05:00
parent ae752a04e8
commit 80c9f35ee1
2 changed files with 25 additions and 15 deletions

View file

@ -3102,23 +3102,33 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
LangElement* colorDecl = new DecOp(matinfo);
meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
}
Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
Var* worldToTangent = getInWorldToTangent(componentList);
Var *bumpNormal = (Var*)LangElement::find("bumpNormal");
if (!bumpNormal)
Var* wsNormal = (Var*)LangElement::find("wsNormal");
if (!wsNormal)
{
bumpNormal = new Var("bumpNormal", "float4");
LangElement* colorDecl = new DecOp(bumpNormal);
meta->addStatement(new GenOp(" @ = float4(1.0,0.0,0.0,0.0);\r\n", colorDecl)); //default to identity normal
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));
}
Var *wsEyePos = (Var*)LangElement::find("eyePosWorld");
Var *worldToTangent = getInWorldToTangent(componentList);
//Reflection vec
Var *surface = new Var("surface", "Surface");
meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@,float3x3(@));\r\n\n", new DecOp(surface), diffuseColor, bumpNormal, matinfo,
inTex, wsPosition, wsEyePos, wsView, worldToTangent));
Var* surface = new Var("surface", "Surface");
meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, wsNormal, matinfo,
inTex, wsPosition, wsEyePos, wsView));
String computeForwardProbes = String::String(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
computeForwardProbes += String::String("@,TORQUE_SAMPLER2D_MAKEARG(@),\r\n\t\t");
computeForwardProbes += String::String("TORQUE_SAMPLERCUBE_MAKEARG(@), TORQUE_SAMPLERCUBE_MAKEARG(@), \r\n\t\t");