Goes and replaces the references/names that use Prepass to be Deferred, since we're actually using deferred.

This commit is contained in:
Areloch 2017-04-11 00:23:14 -05:00
parent b052a1f970
commit af8fbf0e3a
122 changed files with 641 additions and 641 deletions

View file

@ -911,8 +911,8 @@ U32 TerrainMacroMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) c
void TerrainNormalMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd )
{
// We only need to process normals during the prepass.
if ( !fd.features.hasFeature( MFT_PrePassConditioner ) )
// We only need to process normals during the deferred.
if ( !fd.features.hasFeature( MFT_DeferredConditioner ) )
return;
MultiLine *meta = new MultiLine;
@ -933,7 +933,7 @@ void TerrainNormalMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
Var *viewToTangent = getInViewToTangent( componentList );
// This var is read from GBufferConditionerGLSL and
// used in the prepass output.
// used in the deferred output.
Var *gbNormal = (Var*)LangElement::find( "gbNormal" );
if ( !gbNormal )
{
@ -1004,8 +1004,8 @@ ShaderFeature::Resources TerrainNormalMapFeatGLSL::getResources( const MaterialF
{
Resources res;
// We only need to process normals during the prepass.
if ( fd.features.hasFeature( MFT_PrePassConditioner ) )
// We only need to process normals during the deferred.
if ( fd.features.hasFeature( MFT_DeferredConditioner ) )
{
// If this is the first normal map and there
// are no parallax features then we will