mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-20 23:23:47 +00:00
Initial implementation of Custom Shader Features
This commit is contained in:
parent
54b4d2eaaf
commit
9a63761627
31 changed files with 1772 additions and 17 deletions
|
|
@ -460,6 +460,8 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
featureData.features = features;
|
||||
featureData.materialFeatures = features;
|
||||
|
||||
Vector<CustomShaderFeatureData*> customFeatures;
|
||||
|
||||
// Check to see how many vertex shader output
|
||||
// registers we're gonna need.
|
||||
U32 numTex = 0;
|
||||
|
|
@ -502,7 +504,7 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
|
|||
const bool logErrors = matCount == 1;
|
||||
GFXShader::setLogging( logErrors, true );
|
||||
|
||||
pass->shader = SHADERGEN->getShader( featureData, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
|
||||
pass->shader = SHADERGEN->getShader( featureData, customFeatures, getGFXVertexFormat<TerrVertex>(), NULL, mSamplerNames );
|
||||
}
|
||||
|
||||
// If we got a shader then we can continue.
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue