Complied connect var data in GL to D3D for the wsPosition

Made the use of ints for the cubemapIdx in the shaders consistent
This commit is contained in:
JeffR 2022-02-12 17:32:30 -06:00
parent 79eebdd5f3
commit c1a88ec423
3 changed files with 4 additions and 4 deletions

View file

@ -2960,9 +2960,9 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
MultiLine * meta = new MultiLine;
// Now the wsPosition and wsView.
Var *wsPosition = getInWsPosition(componentList);
Var *worldToTangent = getInWorldToTangent(componentList);
Var *wsNormal = getInWorldNormal(componentList);
Var *wsPosition = getInWsPosition(componentList);
Var *wsView = getWsView(wsPosition, meta);
//Reflection Probe WIP
@ -3038,7 +3038,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
eyePos->setType("vec3");
eyePos->setName("eyePosWorld");
eyePos->uniform = true;
eyePos->constSortPos = cspPotentialPrimitive;
eyePos->constSortPos = cspPass;
}
Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));

View file

@ -462,7 +462,7 @@ vec4 computeForwardProbes(Surface surface,
float contrib = contribution[i];
if (contrib > 0.0f)
{
float cubemapIdx = int(inProbeConfigData[i].a);
int cubemapIdx = int(inProbeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, inWorldToObjArray[i], inRefScaleArray[i].xyz, inRefPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;

View file

@ -157,7 +157,7 @@ void main()
float contrib = contribution[i];
if (contrib > 0.0f)
{
float cubemapIdx = probeConfigData[i].a;
int cubemapIdx = int(probeConfigData[i].a);
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], refScaleArray[i].xyz, refPosArray[i].xyz);
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;