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));