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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-22 04:45:31 +00:00
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
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parent
d519479562
commit
98a3ff604a
8 changed files with 40 additions and 42 deletions
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@ -87,9 +87,9 @@ void PixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
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// If we have a normal map then mask the specular
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if ( fd.features[MFT_SpecularMap] )
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{
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Var *specularColor = (Var*)LangElement::find( "specularColor" );
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if (specularColor)
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final = new GenOp( "@ * @", final, specularColor );
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Var *pbrConfig = (Var*)LangElement::find( "PBRConfig" );
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if (pbrConfig)
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final = new GenOp( "@ * @", final, pbrConfig);
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}
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else if ( fd.features[MFT_NormalMap] && !fd.features[MFT_IsBC3nm] && !fd.features[MFT_IsBC5nm])
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{
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@ -139,7 +139,7 @@ void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const
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specularMap->constNum = Var::getTexUnitNum();
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LangElement *texOp = new GenOp( "texture(@, @)", specularMap, texCoord );
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Var *specularColor = new Var( "specularColor", "vec4" );
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Var * pbrConfig = new Var( "PBRConfig", "vec4" );
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!metalness) metalness = new Var("metalness", "float");
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Var *smoothness = (Var*)LangElement::find("smoothness");
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@ -152,7 +152,7 @@ void SpecularMapGLSL::processPix( Vector<ShaderComponent*> &componentList, const
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if (fd.features[MFT_InvertSmoothness])
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meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
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meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(specularColor), texOp));
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meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(pbrConfig), texOp));
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output = meta;
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}
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@ -2990,7 +2990,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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meta->addStatement(new GenOp(" @ = vec4(1.0,1.0,1.0,1.0);\r\n", colorDecl)); //default to flat white
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}
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Var* matinfo = (Var*)LangElement::find("specularColor");
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Var* matinfo = (Var*)LangElement::find("PBRConfig");
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if (!matinfo)
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{
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Var* metalness = (Var*)LangElement::find("metalness");
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@ -3009,7 +3009,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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matinfo = new Var("specularColor", "vec4");
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matinfo = new Var("PBRConfig", "vec4");
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LangElement* colorDecl = new DecOp(matinfo);
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meta->addStatement(new GenOp(" @ = vec4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
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}
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@ -91,9 +91,9 @@ void PixelSpecularHLSL::processPix( Vector<ShaderComponent*> &componentList,
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// If we have a normal map then mask the specular
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if ( fd.features[MFT_SpecularMap] )
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{
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Var *specularColor = (Var*)LangElement::find( "specularColor" );
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if (specularColor)
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final = new GenOp( "@ * @", final, specularColor );
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Var *pbrConfig = (Var*)LangElement::find( "PBRConfig" );
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if (pbrConfig)
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final = new GenOp( "@ * @", final, pbrConfig);
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}
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else if ( fd.features[MFT_NormalMap] && !fd.features[MFT_IsBC3nm] && !fd.features[MFT_IsBC5nm])
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{
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@ -151,7 +151,7 @@ void SpecularMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const
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LangElement *texOp = new GenOp("@.Sample(@, @)", specularMapTex, specularMap, texCoord);
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Var *specularColor = new Var( "specularColor", "float4" );
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Var * pbrConfig = new Var( "PBRConfig", "float4" );
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!metalness) metalness = new Var("metalness", "float");
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Var *smoothness = (Var*)LangElement::find("smoothness");
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@ -163,7 +163,7 @@ void SpecularMapHLSL::processPix( Vector<ShaderComponent*> &componentList, const
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if (fd.features[MFT_InvertSmoothness])
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meta->addStatement(new GenOp(" @ = 1.0-@;\r\n", smoothness, smoothness));
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meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(specularColor), texOp));
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meta->addStatement(new GenOp(" @ = @.ggga;\r\n", new DecOp(pbrConfig), texOp));
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output = meta;
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}
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@ -1851,8 +1851,6 @@ void ReflectCubeFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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{
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if (fd.features[MFT_isDeferred])
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glossColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget1));
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//if (!glossColor)
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//glossColor = (Var*)LangElement::find("specularColor");
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if (!glossColor)
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glossColor = (Var*)LangElement::find("diffuseColor");
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if (!glossColor)
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@ -3081,7 +3079,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Var *diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var *matinfo = (Var*)LangElement::find("specularColor");
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Var *matinfo = (Var*)LangElement::find("PBRConfig");
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if (!matinfo)
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{
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Var* metalness = (Var*)LangElement::find("metalness");
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@ -3100,7 +3098,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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matinfo = new Var("specularColor", "float4");
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matinfo = new Var("PBRConfig", "float4");
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LangElement* colorDecl = new DecOp(matinfo);
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meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
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}
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