mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 22:54:34 +00:00
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
Did all the setup work to feed data for forward probestuffs, just have to rewrite the shaderFeature to replicate the regular probe array logic.
This commit is contained in:
parent
27a97fd273
commit
afb5a589c3
8 changed files with 241 additions and 255 deletions
|
|
@ -70,15 +70,21 @@ const String ShaderGenVars::smoothness("$smoothness");
|
|||
const String ShaderGenVars::metalness("$metalness");
|
||||
|
||||
//Reflection Probes
|
||||
const String ShaderGenVars::probePosition("$inProbePos");
|
||||
const String ShaderGenVars::probeRadius("$inProbeRadius");
|
||||
const String ShaderGenVars::probePosition("$inProbePosArray");
|
||||
const String ShaderGenVars::probeRefPos("$inRefPosArray");
|
||||
const String ShaderGenVars::probeBoxMin("$inProbeBoxMin");
|
||||
const String ShaderGenVars::probeBoxMax("$inProbeBoxMax");
|
||||
const String ShaderGenVars::probeLocalPos("$inProbeLocalPos");
|
||||
const String ShaderGenVars::probeIsSphere("$inProbeIsSphere");
|
||||
const String ShaderGenVars::probeCubemap("$inProbeCubemap");
|
||||
const String ShaderGenVars::worldToObjArray("$worldToObjArray");
|
||||
const String ShaderGenVars::probeConfigData("$probeConfigData");
|
||||
const String ShaderGenVars::specularCubemapAR("$specularCubemapAR");
|
||||
const String ShaderGenVars::irradianceCubemapAR("$irradianceCubemapAR");
|
||||
const String ShaderGenVars::probeCount("$numProbes");
|
||||
|
||||
//Skylight
|
||||
const String ShaderGenVars::skylightPrefilterMap("$skylightPrefilterMap");
|
||||
const String ShaderGenVars::skylightIrradMap("$skylightIrradMap");
|
||||
const String ShaderGenVars::hasSkylight("$hasSkylight");
|
||||
|
||||
// These are ignored by the D3D layers.
|
||||
const String ShaderGenVars::fogMap("$fogMap");
|
||||
const String ShaderGenVars::dlightMap("$dlightMap");
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue