shifts glowmap out of the composite and to it's own texture, as well as featureset. (GL port pending design finalization)

This commit is contained in:
AzaezelX 2019-11-01 19:29:31 -05:00
parent ac6fdf884e
commit d034895e8f
12 changed files with 180 additions and 198 deletions

View file

@ -70,15 +70,23 @@ public:
const MaterialFeatureData &fd );
};
class DeferredEmissiveHLSL : public ShaderFeatureHLSL
class GlowMapHLSL : public ShaderFeatureHLSL
{
public:
virtual String getName() { return "Deferred Shading: Emissive"; }
virtual String getName() { return "Glow Map"; }
virtual void processPix(Vector<ShaderComponent*> &componentList,
const MaterialFeatureData &fd);
virtual U32 getOutputTargets(const MaterialFeatureData &fd) const { return ShaderFeature::RenderTarget3; }
virtual U32 getOutputTargets(const MaterialFeatureData& fd) const;
virtual Resources getResources(const MaterialFeatureData& fd);
// Sets textures and texture flags for current pass
virtual void setTexData(Material::StageData& stageDat,
const MaterialFeatureData& fd,
RenderPassData& passData,
U32& texIndex);
};
#endif