Merge pull request #814 from Azaezel/alpha40/vectorlightvisfix

fix vectorlight visualizer varnames
This commit is contained in:
Brian Roberts 2022-06-12 15:24:16 -05:00 committed by GitHub
commit 9836f6eb30
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2 changed files with 10 additions and 10 deletions

View file

@ -140,19 +140,19 @@ void DebugVizHLSL::processPix(Vector<ShaderComponent*>& componentList,
Var* skylightCubemapIdx = (Var*)LangElement::find("inSkylightCubemapIdx");
Var* inProbePosArray = (Var*)LangElement::find("inProbePosArray");
Var* inRefPosArray = (Var*)LangElement::find("inRefPosArray");
Var* refScaleArray = (Var*)LangElement::find("inRefScale");
Var* refScaleArray = (Var*)LangElement::find("inRefScaleArray");
Var* probeConfigData = (Var*)LangElement::find("inProbeConfigData");
Var* probeConfigData = (Var*)LangElement::find("inProbeConfigDataArray");
Var* worldToObjArray = (Var*)LangElement::find("inWorldToObjArray");
Var* BRDFTexture = (Var*)LangElement::find("BRDFTexture");
Var* BRDFTextureTex = (Var*)LangElement::find("texture_BRDFTexture");
Var* specularCubemapAR = (Var*)LangElement::find("inSpecularCubemapAR");
Var* specularCubemapARTex = (Var*)LangElement::find("texture_inSpecularCubemapAR");
Var* specularCubemapAR = (Var*)LangElement::find("SpecularCubemapAR");
Var* specularCubemapARTex = (Var*)LangElement::find("texture_SpecularCubemapAR");
Var* irradianceCubemapAR = (Var*)LangElement::find("inIrradianceCubemapAR");
Var* irradianceCubemapARTex = (Var*)LangElement::find("texture_inIrradianceCubemapAR");
Var* irradianceCubemapAR = (Var*)LangElement::find("IrradianceCubemapAR");
Var* irradianceCubemapARTex = (Var*)LangElement::find("texture_IrradianceCubemapAR");
Var* matinfo = (Var*)LangElement::find("ORMConfig");
Var* metalness = (Var*)LangElement::find("metalness");

View file

@ -220,7 +220,7 @@ void main()
#ifdef PSSM_DEBUG_RENDER
if ( fadeOutAmt > 1.0 )
lightingColor = 1.0;
lightingColor = vec3(1.0,1.0,1.0);
#endif
#endif //NO_SHADOW
@ -229,7 +229,7 @@ void main()
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse);
vec3 final = max(vec3(0.0f,0.0f,0.0f), diffuse);
OUT_col = vec4(final, 0);
return;
@ -239,7 +239,7 @@ void main()
vec3 factor = lightingColor.rgb * max(surfaceToLight.NdotL, 0) * shadow * lightBrightness;
vec3 spec = BRDF_GetDebugSpecular(surface, surfaceToLight) * factor;
vec3 final = max(0.0f, factor);
vec3 final = max(vec3(0.0f,0.0f,0.0f), factor);
OUT_col = vec4(final, 0);
return;
@ -250,7 +250,7 @@ void main()
vec3 diffuse = BRDF_GetDebugDiffuse(surface,surfaceToLight) * factor;
vec3 spec = BRDF_GetDebugSpecular(surface,surfaceToLight) * factor;
vec3 final = max(0.0f, diffuse + spec);
vec3 final = max(vec3(0.0f,0.0f,0.0f), diffuse + spec);
OUT_col = vec4(final, 0);
return;