From 01ba199dc72f9419fd5342a57f6de7b3022c6798 Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Sun, 12 Jun 2022 14:43:26 -0500 Subject: [PATCH 1/2] fix vectorlight visualizer varnames --- Engine/source/shaderGen/HLSL/debugVizFeatureHLSL.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Engine/source/shaderGen/HLSL/debugVizFeatureHLSL.cpp b/Engine/source/shaderGen/HLSL/debugVizFeatureHLSL.cpp index ff746c076..db86f62fd 100644 --- a/Engine/source/shaderGen/HLSL/debugVizFeatureHLSL.cpp +++ b/Engine/source/shaderGen/HLSL/debugVizFeatureHLSL.cpp @@ -140,19 +140,19 @@ void DebugVizHLSL::processPix(Vector& 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"); From e60927f2f735706dc03603ad258cad7fd409c521 Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Sun, 12 Jun 2022 15:08:00 -0500 Subject: [PATCH 2/2] opengl does *not* like casting floats to vec#s as a general rule. --- .../shaders/lighting/advanced/gl/vectorLightP.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl index 0bfa6e0f0..558599423 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting/advanced/gl/vectorLightP.glsl @@ -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;