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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-09 07:20:40 +00:00
Core implementation of Physical Based Rendering.
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148 changed files with 4464 additions and 1016 deletions
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@ -36,7 +36,7 @@ void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> ¯o
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const MaterialFeatureData &fd )
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{
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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if ( !fd.features[MFT_isDeferred] )
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{
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Parent::processPixMacros( macros, fd );
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return;
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@ -56,7 +56,7 @@ void DeferredRTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &compon
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const MaterialFeatureData &fd )
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{
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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if ( !fd.features[MFT_isDeferred] )
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{
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Parent::processVert( componentList, fd );
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return;
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@ -79,7 +79,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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const MaterialFeatureData &fd )
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{
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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if ( !fd.features[MFT_isDeferred] )
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{
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Parent::processPix( componentList, fd );
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return;
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@ -98,7 +98,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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uvScene->setName( "uvScene" );
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LangElement *uvSceneDecl = new DecOp( uvScene );
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String rtParamName = String::ToString( "rtParams%s", "lightInfoBuffer" );
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String rtParamName = String::ToString( "rtParams%s", "directLightingBuffer" );
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Var *rtParams = (Var*) LangElement::find( rtParamName );
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if( !rtParams )
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{
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@ -121,7 +121,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// create texture var
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Var *lightInfoBuffer = new Var;
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lightInfoBuffer->setType( "sampler2D" );
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lightInfoBuffer->setName( "lightInfoBuffer" );
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lightInfoBuffer->setName( "directLightingBuffer" );
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lightInfoBuffer->uniform = true;
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lightInfoBuffer->sampler = true;
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lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
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@ -175,7 +175,7 @@ void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &component
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ShaderFeature::Resources DeferredRTLightingFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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if ( !fd.features[MFT_isDeferred] )
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return Parent::getResources( fd );
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// HACK: See DeferredRTLightingFeatGLSL::setTexData.
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@ -193,7 +193,7 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
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U32 &texIndex )
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{
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// Skip deferred features, and use forward shading instead
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if ( fd.features[MFT_ForwardShading] )
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if ( !fd.features[MFT_isDeferred] )
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{
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Parent::setTexData( stageDat, fd, passData, texIndex );
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return;
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@ -207,7 +207,7 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
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mLastTexIndex = texIndex;
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passData.mTexType[ texIndex ] = Material::TexTarget;
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passData.mSamplerNames[ texIndex ]= "lightInfoBuffer";
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passData.mSamplerNames[ texIndex ]= "directLightingBuffer";
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passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
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}
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}
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@ -227,7 +227,7 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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const bool useTexAnim = fd.features[MFT_TexAnim];
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// Make sure there are texcoords
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if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
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if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap])
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{
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getOutTexCoord( "texCoord",
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@ -245,7 +245,7 @@ void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
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output = meta;
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}
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else if ( fd.materialFeatures[MFT_NormalsOut] ||
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fd.features[MFT_ForwardShading] ||
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!fd.features[MFT_isDeferred] ||
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!fd.features[MFT_RTLighting] )
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{
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Parent::processVert( componentList, fd );
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@ -382,7 +382,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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}
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}
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else if ( fd.materialFeatures[MFT_NormalsOut] ||
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fd.features[MFT_ForwardShading] ||
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!fd.features[MFT_isDeferred] ||
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!fd.features[MFT_RTLighting] )
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{
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Parent::processPix( componentList, fd );
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@ -413,7 +413,7 @@ void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatureData &fd )
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{
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if ( fd.materialFeatures[MFT_NormalsOut] ||
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fd.features[MFT_ForwardShading] ||
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!fd.features[MFT_isDeferred] ||
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fd.features[MFT_Parallax] ||
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!fd.features[MFT_RTLighting] )
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return Parent::getResources( fd );
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@ -442,7 +442,7 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
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U32 &texIndex )
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{
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if ( fd.materialFeatures[MFT_NormalsOut] ||
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fd.features[MFT_ForwardShading] ||
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!fd.features[MFT_isDeferred] ||
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!fd.features[MFT_RTLighting] )
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{
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Parent::setTexData( stageDat, fd, passData, texIndex );
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@ -484,7 +484,7 @@ void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
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void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
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if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
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{
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Parent::processVert( componentList, fd );
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return;
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@ -495,7 +495,7 @@ void DeferredPixelSpecularGLSL::processVert( Vector<ShaderComponent*> &component
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void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
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if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
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{
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Parent::processPix( componentList, fd );
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return;
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@ -518,26 +518,28 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
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specCol->constSortPos = cspPotentialPrimitive;
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}
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Var *specPow = new Var;
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specPow->setType( "float" );
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specPow->setName( "specularPower" );
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// If the gloss map flag is set, than the specular power is in the alpha
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// channel of the specular map
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if( fd.features[ MFT_GlossMap ] )
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meta->addStatement( new GenOp( " @ = @.a * 255;\r\n", new DecOp( specPow ), specCol ) );
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else
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Var *smoothness = (Var*)LangElement::find("smoothness");
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if (!smoothness)
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{
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specPow->uniform = true;
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specPow->constSortPos = cspPotentialPrimitive;
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smoothness = new Var("smoothness", "float");
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// If the gloss map flag is set, than the specular power is in the alpha
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// channel of the specular map
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if (fd.features[MFT_GlossMap])
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meta->addStatement(new GenOp(" @ = @.a;\r\n", new DecOp(smoothness), specCol));
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else
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{
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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}
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Var *specStrength = (Var*)LangElement::find( "specularStrength" );
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if (!specStrength)
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!metalness)
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{
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specStrength = new Var( "specularStrength", "float" );
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specStrength->uniform = true;
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specStrength->constSortPos = cspPotentialPrimitive;
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metalness = new Var("metalness", "float");
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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}
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Var *lightInfoSamp = (Var *)LangElement::find( "lightInfoSample" );
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@ -557,7 +559,7 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
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}
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// (a^m)^n = a^(m*n)
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meta->addStatement( new GenOp( " @ = pow( abs(@), max((@ / AL_ConstantSpecularPower),1.0f)) * @;\r\n",
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specDecl, d_specular, specPow, specStrength ) );
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specDecl, d_specular, smoothness, metalness));
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LangElement *specMul = new GenOp( "vec4( @.rgb, 0 ) * @", specCol, specular );
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LangElement *final = specMul;
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@ -577,7 +579,7 @@ void DeferredPixelSpecularGLSL::processPix( Vector<ShaderComponent*> &component
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ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const MaterialFeatureData &fd )
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{
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if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
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if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
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return Parent::getResources( fd );
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Resources res;
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@ -588,7 +590,7 @@ ShaderFeature::Resources DeferredPixelSpecularGLSL::getResources( const Material
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ShaderFeature::Resources DeferredMinnaertGLSL::getResources( const MaterialFeatureData &fd )
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{
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Resources res;
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if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
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if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
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{
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res.numTex = 1;
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res.numTexReg = 1;
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@ -601,7 +603,7 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
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RenderPassData &passData,
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U32 &texIndex )
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{
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if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
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if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
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{
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NamedTexTarget *texTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
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if ( texTarget )
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@ -616,7 +618,7 @@ void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
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void DeferredMinnaertGLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
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const MaterialFeatureData &fd )
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{
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if( !fd.features[MFT_ForwardShading] && fd.features[MFT_RTLighting] )
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if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
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{
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// Pull in the uncondition method for the g buffer
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NamedTexTarget *texTarget = NamedTexTarget::find( RenderDeferredMgr::BufferName );
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@ -633,7 +635,7 @@ void DeferredMinnaertGLSL::processVert( Vector<ShaderComponent*> &componentLis
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const MaterialFeatureData &fd )
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{
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// If there is no deferred information, bail on this feature
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if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
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if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
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{
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output = NULL;
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return;
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@ -650,7 +652,7 @@ void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// If there is no deferred information, bail on this feature
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if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
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if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
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{
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output = NULL;
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return;
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@ -695,12 +697,6 @@ void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
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void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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// If there is no deferred information, bail on this feature
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if( fd.features[MFT_ForwardShading] || !fd.features[MFT_RTLighting] )
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{
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output = NULL;
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return;
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}
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Var *subSurfaceParams = new Var;
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subSurfaceParams->setType( "vec4" );
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@ -712,9 +708,13 @@ void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentLis
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Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
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MultiLine *meta = new MultiLine;
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meta->addStatement( new GenOp( " float subLamb = smoothstep(-@.a, 1.0, @) - smoothstep(0.0, 1.0, @);\r\n", subSurfaceParams, d_NL_Att, d_NL_Att ) );
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meta->addStatement( new GenOp( " subLamb = max(0.0, subLamb);\r\n" ) );
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meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@ + (subLamb * @.rgb), 1.0)", d_lightcolor, subSurfaceParams ), Material::Mul ) ) );
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if (fd.features[MFT_isDeferred])
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{
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Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
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meta->addStatement(new GenOp(" @.rgb += @.rgb*@.a;\r\n", targ, subSurfaceParams, subSurfaceParams));
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output = meta;
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return;
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}
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output = meta;
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}
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