remove gl side TORQUE_HDR_RGB16 macros. doesn't exist DX side, and seemed to be causing issues

This commit is contained in:
AzaezelX 2020-11-01 20:19:49 -06:00
parent 5be1b77791
commit be8988b1a3

View file

@ -166,20 +166,13 @@ vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float
return offset;
}
/// The maximum value for 16bit per component integer HDR encoding.
const float HDR_RGB16_MAX = 100.0;
/// The maximum value for 10bit per component integer HDR encoding.
const float HDR_RGB10_MAX = 4.0;
/// Encodes an HDR color for storage into a target.
vec3 hdrEncode( vec3 _sample )
{
#if defined( TORQUE_HDR_RGB16 )
return _sample / HDR_RGB16_MAX;
#elif defined( TORQUE_HDR_RGB10 )
#if defined( TORQUE_HDR_RGB10 )
return _sample / HDR_RGB10_MAX;
@ -200,11 +193,7 @@ vec4 hdrEncode( vec4 _sample )
/// Decodes an HDR color from a target.
vec3 hdrDecode( vec3 _sample )
{
#if defined( TORQUE_HDR_RGB16 )
return _sample * HDR_RGB16_MAX;
#elif defined( TORQUE_HDR_RGB10 )
#if defined( TORQUE_HDR_RGB10 )
return _sample * HDR_RGB10_MAX;