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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-12 07:04:36 +00:00
slim ambient down to vec3, default to premul for translucency
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parent
0e0088cab9
commit
de6ee93159
5 changed files with 7 additions and 7 deletions
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@ -536,7 +536,7 @@ bool Material::onAdd()
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if (mTranslucentBlendOp >= NumBlendTypes || mTranslucentBlendOp < 0)
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{
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Con::errorf("Invalid blend op in material: %s", getName());
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mTranslucentBlendOp = LerpAlpha;
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mTranslucentBlendOp = PreMul;
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}
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SimSet* matSet = MATMGR->getMaterialSet();
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@ -3064,7 +3064,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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Var *ambient = (Var *)LangElement::find("ambient");
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if (!ambient)
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{
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ambient = new Var("ambient", "vec4");
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ambient = new Var("ambient", "vec3");
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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}
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@ -3153,7 +3153,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Var *ambient = (Var *)LangElement::find("ambient");
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if (!ambient)
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{
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ambient = new Var("ambient","float4");
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ambient = new Var("ambient","float3");
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eyePos->uniform = true;
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eyePos->constSortPos = cspPass;
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}
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@ -12,7 +12,7 @@ uniform sampler2D colorBuffer;
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uniform sampler2D matInfoBuffer;
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uniform sampler2D BRDFTexture;
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uniform vec4 ambientColor;
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uniform vec3 ambientColor;
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uniform vec4 rtParams0;
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uniform vec4 vsFarPlane;
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uniform mat4 cameraToWorld;
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@ -203,6 +203,6 @@ void main()
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#if CAPTURING == 1
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OUT_col = vec4(mix(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0);
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#else
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OUT_col = vec4((irradiance + specular* horizon)*ambientColor.rgb , 0);//alpha writes disabled
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OUT_col = vec4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
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#endif
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}
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@ -8,7 +8,7 @@ TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
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TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 1);
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TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 2);
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TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 3);
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uniform float4 ambientColor;
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uniform float3 ambientColor;
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uniform float4 rtParams0;
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uniform float4 vsFarPlane;
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uniform float4x4 cameraToWorld;
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@ -190,6 +190,6 @@ float4 main(PFXVertToPix IN) : SV_TARGET
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#if CAPTURING == 1
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return float4(lerp(surface.baseColor.rgb,(irradiance + specular* horizon) ,surface.metalness/2),0);
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#else
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return float4((irradiance + specular* horizon)*ambientColor.rgb, 0);//alpha writes disabled
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return float4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
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#endif
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}
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