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Merge pull request #814 from Azaezel/alpha40/vectorlightvisfix
fix vectorlight visualizer varnames
This commit is contained in:
commit
9836f6eb30
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@ -140,19 +140,19 @@ void DebugVizHLSL::processPix(Vector<ShaderComponent*>& componentList,
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Var* skylightCubemapIdx = (Var*)LangElement::find("inSkylightCubemapIdx");
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Var* inProbePosArray = (Var*)LangElement::find("inProbePosArray");
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Var* inRefPosArray = (Var*)LangElement::find("inRefPosArray");
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Var* refScaleArray = (Var*)LangElement::find("inRefScale");
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Var* refScaleArray = (Var*)LangElement::find("inRefScaleArray");
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Var* probeConfigData = (Var*)LangElement::find("inProbeConfigData");
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Var* probeConfigData = (Var*)LangElement::find("inProbeConfigDataArray");
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Var* worldToObjArray = (Var*)LangElement::find("inWorldToObjArray");
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Var* BRDFTexture = (Var*)LangElement::find("BRDFTexture");
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Var* BRDFTextureTex = (Var*)LangElement::find("texture_BRDFTexture");
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Var* specularCubemapAR = (Var*)LangElement::find("inSpecularCubemapAR");
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Var* specularCubemapARTex = (Var*)LangElement::find("texture_inSpecularCubemapAR");
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Var* specularCubemapAR = (Var*)LangElement::find("SpecularCubemapAR");
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Var* specularCubemapARTex = (Var*)LangElement::find("texture_SpecularCubemapAR");
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Var* irradianceCubemapAR = (Var*)LangElement::find("inIrradianceCubemapAR");
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Var* irradianceCubemapARTex = (Var*)LangElement::find("texture_inIrradianceCubemapAR");
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Var* irradianceCubemapAR = (Var*)LangElement::find("IrradianceCubemapAR");
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Var* irradianceCubemapARTex = (Var*)LangElement::find("texture_IrradianceCubemapAR");
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Var* matinfo = (Var*)LangElement::find("ORMConfig");
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Var* metalness = (Var*)LangElement::find("metalness");
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@ -220,7 +220,7 @@ void main()
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#ifdef PSSM_DEBUG_RENDER
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if ( fadeOutAmt > 1.0 )
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lightingColor = 1.0;
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lightingColor = vec3(1.0,1.0,1.0);
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#endif
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#endif //NO_SHADOW
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@ -229,7 +229,7 @@ void main()
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vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
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vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
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vec3 final = max(0.0f, diffuse);
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vec3 final = max(vec3(0.0f,0.0f,0.0f), diffuse);
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OUT_col = vec4(final, 0);
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return;
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@ -239,7 +239,7 @@ void main()
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vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
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vec3 spec = BRDF_GetDebugSpecular(surface, surfaceToLight) * factor;
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vec3 final = max(0.0f, factor);
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vec3 final = max(vec3(0.0f,0.0f,0.0f), factor);
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OUT_col = vec4(final, 0);
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return;
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@ -250,7 +250,7 @@ void main()
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vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
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vec3 spec = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;
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vec3 final = max(0.0f, diffuse + spec);
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vec3 final = max(vec3(0.0f,0.0f,0.0f), diffuse + spec);
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OUT_col = vec4(final, 0);
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return;
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