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defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface
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1 changed files with 21 additions and 3 deletions
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@ -3169,15 +3169,33 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Var *diffuseColor = (Var*)LangElement::find("diffuseColor");
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if (!diffuseColor)
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return;
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{
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diffuseColor = new Var;
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diffuseColor->setType("float4");
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diffuseColor->setName("diffuseColor");
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LangElement* colorDecl = new DecOp(diffuseColor);
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meta->addStatement(new GenOp(" @ = float4(1.0,1.0,1.0,1.0);\r\n", colorDecl)); //default to flat white
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}
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Var *specularColor = (Var*)LangElement::find("specularColor");
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if (!specularColor)
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return;
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{
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specularColor = new Var;
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specularColor->setType("float4");
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specularColor->setName("specularColor");
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LangElement* colorDecl = new DecOp(specularColor);
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meta->addStatement(new GenOp(" @ = float4(0.0,0.0,1.0,0.0);\r\n", colorDecl)); //default to no flag, no rough or metal, no ao darkening
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}
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Var *bumpNormal = (Var*)LangElement::find("bumpNormal");
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if (!bumpNormal)
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return;
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{
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bumpNormal = new Var;
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bumpNormal->setType("float4");
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bumpNormal->setName("bumpNormal");
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LangElement* colorDecl = new DecOp(bumpNormal);
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meta->addStatement(new GenOp(" @ = float4(1.0,0.0,0.0,0.0);\r\n", colorDecl)); //default to identiry normal
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}
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Var *wsEyePos = (Var*)LangElement::find("eyePosWorld");
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