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https://github.com/TorqueGameEngines/Torque3D.git
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Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.
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parent
b052a1f970
commit
af8fbf0e3a
122 changed files with 641 additions and 641 deletions
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@ -406,9 +406,9 @@ ShaderFeature::Resources ParallaxFeatHLSL::getResources( const MaterialFeatureDa
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// We add the outViewTS to the outputstructure.
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res.numTexReg = 1;
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// If this isn't a prepass then we will be
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// If this isn't a deferred then we will be
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// creating the normal map here.
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if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
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if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
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res.numTex = 1;
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return res;
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@ -108,7 +108,7 @@ void EyeSpaceDepthOutHLSL::processPix( Vector<ShaderComponent*> &componentList,
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// If there isn't an output conditioner for the pre-pass, than just write
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// out the depth to rgba and return.
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if( !fd.features[MFT_PrePassConditioner] )
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if( !fd.features[MFT_DeferredConditioner] )
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meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "float4(@.rrr,1)", depthOut ), Material::None ) ) );
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output = meta;
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@ -991,7 +991,7 @@ void DiffuseMapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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// To dump out UV coords...
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//#define DEBUG_ATLASED_UV_COORDS
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#ifdef DEBUG_ATLASED_UV_COORDS
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if(!fd.features[MFT_PrePassConditioner])
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if(!fd.features[MFT_DeferredConditioner])
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{
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meta->addStatement(new GenOp(" @ = float4(@.xy, mipLod / @.w, 1.0);\r\n", new DecOp(diffColor), inTex, atParams));
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meta->addStatement(new GenOp(" @; return OUT;\r\n", assignColor(diffColor, Material::Mul, NULL, targ) ) );
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@ -1347,7 +1347,7 @@ void LightmapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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bool bPreProcessedLighting = false;
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AdvancedLightBinManager *lightBin;
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if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
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bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
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bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
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// Lightmap has already been included in the advanced light bin, so
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// no need to do any sampling or anything
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@ -1497,7 +1497,7 @@ void TonemapFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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bool bPreProcessedLighting = false;
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AdvancedLightBinManager *lightBin;
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if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
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bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
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bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
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// Add in the realtime lighting contribution
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if ( fd.features[MFT_RTLighting] )
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@ -1652,7 +1652,7 @@ void VertLitHLSL::processPix( Vector<ShaderComponent*> &componentList,
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bool bPreProcessedLighting = false;
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AdvancedLightBinManager *lightBin;
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if ( Sim::findObject( "AL_LightBinMgr", lightBin ) )
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bPreProcessedLighting = lightBin->MRTLightmapsDuringPrePass();
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bPreProcessedLighting = lightBin->MRTLightmapsDuringDeferred();
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// Assign value in d_lightcolor to toneMapColor if it exists. This is
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// the dynamic light buffer, and it already has the baked-vertex-color
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@ -94,7 +94,7 @@ void _initShaderGenHLSL( ShaderGen *shaderGen )
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FEATUREMGR->registerFeature( MFT_ParticleNormal, new ParticleNormalFeatureHLSL );
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FEATUREMGR->registerFeature( MFT_InterlacedPrePass, new NamedFeatureHLSL( "Interlaced Pre Pass" ) );
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FEATUREMGR->registerFeature( MFT_InterlacedDeferred, new NamedFeatureHLSL( "Interlaced Pre Pass" ) );
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FEATUREMGR->registerFeature( MFT_ForwardShading, new NamedFeatureHLSL( "Forward Shaded Material" ) );
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