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https://github.com/TorqueGameEngines/Torque3D.git
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postfx updated to correct editor mangling. (still overriding skybox at minimum)
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parent
407a6672ea
commit
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2 changed files with 9 additions and 6 deletions
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@ -327,6 +327,12 @@ singleton GFXStateBlockData( PFX_ReflectionProbeArrayStateBlock )
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{
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samplersDefined = true;
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samplerStates[0] = SamplerClampLinear;
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blendDefined = true;
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blendEnable = true;
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blendSrc = GFXBlendSrcAlpha;
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blendDest = GFXBlendInvSrcAlpha;
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blendOp = GFXBlendOpAdd;
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};
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singleton PostEffect( reflectionProbeArrayPostFX )
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@ -114,14 +114,11 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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float invBlendSum = 0;
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for(i=0; i < numProbes; i++)
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{
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float3 probeWS = inProbePosArray[i].xyz;
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float3 L = probeWS - surface.P;
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{
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if(useSphereMode[i].r)
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{
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float3 L = inProbePosArray[i].xyz - surface.P;
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blendVal[i] = 1.0-length(L)/radius[i];
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blendVal[i] = 1.0-length(L)/radius[i].r;
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blendVal[i] = max(0,blendVal[i]);
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}
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else
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@ -179,7 +176,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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}
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//final diffuse color
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float3 diffuse = kD * irradiance * surface.baseColor.rgb;
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float4 finalColor = float4(diffuse + specular * surface.ao, 1);
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float4 finalColor = float4(diffuse + specular * surface.ao, blendSum);
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return finalColor;
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}
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