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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain)
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@ -848,10 +848,6 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
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meta->addStatement(new GenOp(" @ = float4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
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}
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Var* inTex = getInTexCoord("texCoord", "float2", componentList);
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if (!inTex)
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return nullptr;
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Var* wsNormal = (Var*)LangElement::find("wsNormal");
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Var* normal = (Var*)LangElement::find("normal");
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if (!normal)
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@ -878,8 +874,8 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
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if (!surface)
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{
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surface = new Var("surface", "Surface");
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, matinfo,
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inTex, wsPosition, wsEyePos, wsView));
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, matinfo,
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wsPosition, wsEyePos, wsView));
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}
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return surface;
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@ -122,8 +122,7 @@ inline Surface createSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TOR
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return surface;
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}
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inline Surface createForwardSurface(float4 baseColor, float3 normal, float4 pbrProperties, in float2 uv,
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in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay)
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inline Surface createForwardSurface(float4 baseColor, float3 normal, float4 pbrProperties, in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay)
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{
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Surface surface = (Surface)0;
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