mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
adds wetness
cliffsnotes: $Core::WetnessTexture = "core/rendering/images/wetMap.png"; //for the influence degree map probes/skylight have a new canDamp boolean, set to off for probes, on for skylight by default. :levelinfo has a dampness multiplier (0-1) kicked up numTextures from 8 to 16 for shaderdata and postfx since that hit the 8 texture-in prior limit, and we've already adopted apis that can handle the higher count
This commit is contained in:
parent
e16351605b
commit
d23ee397e6
31 changed files with 352 additions and 100 deletions
|
|
@ -94,6 +94,7 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/)
|
|||
mEyeMatSC = shader->getShaderConstHandle(ShaderGenVars::eyeMat);
|
||||
mOneOverFarplane = shader->getShaderConstHandle(ShaderGenVars::oneOverFarplane);
|
||||
mAccumTimeSC = shader->getShaderConstHandle(ShaderGenVars::accumTime);
|
||||
mDampnessSC = shader->getShaderConstHandle(ShaderGenVars::dampness);
|
||||
mMinnaertConstantSC = shader->getShaderConstHandle(ShaderGenVars::minnaertConstant);
|
||||
mSubSurfaceParamsSC = shader->getShaderConstHandle(ShaderGenVars::subSurfaceParams);
|
||||
mDiffuseAtlasParamsSC = shader->getShaderConstHandle(ShaderGenVars::diffuseAtlasParams);
|
||||
|
|
@ -1097,6 +1098,7 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
|
|||
|
||||
shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
|
||||
|
||||
shaderConsts->setSafe(handles->mDampnessSC, MATMGR->getDampnessClamped());
|
||||
// If the shader constants have not been lost then
|
||||
// they contain the content from a previous render pass.
|
||||
//
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue