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albedo/diffuse color designators to curColor for clarity there (includes the case of color*albedo, so that was a misnomer)
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@ -2273,7 +2273,7 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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Var *metalness = (Var*)LangElement::find("metalness");
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Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var *ambient = new Var( "ambient", "float4" );
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ambient->uniform = true;
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@ -2284,7 +2284,7 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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" @, @, @);\r\n",
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new DecOp(lighting), surface, lightMask, inLightPos, inLightConfigData, inLightColor, inLightSpotDir, lightSpotParams));
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meta->addStatement(new GenOp(" @;\r\n", assignColor(lighting, Material::Add)));
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meta->addStatement(new GenOp(" @.rgb += @.rgb;\r\n", curColor, lighting));
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output = meta;
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}
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@ -3111,7 +3111,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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return;
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}
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Var *diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var *curColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var *matinfo = (Var*)LangElement::find("PBRConfig");
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Var* metalness = (Var*)LangElement::find("metalness");
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@ -3124,7 +3124,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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computeForwardProbes += String::String("@,TORQUE_SAMPLER2D_MAKEARG(@),\r\n\t\t");
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computeForwardProbes += String::String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), diffuseColor, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refBoxMinArray, refBoxMaxArray, inRefPosArray,
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), curColor, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refBoxMinArray, refBoxMaxArray, inRefPosArray,
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skylightCubemapIdx, BRDFTexture,
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irradianceCubemapAR, specularCubemapAR));
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