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https://github.com/TorqueGameEngines/Torque3D.git
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Merge pull request #1258 from Azaezel/alpha41/probePoke
shift capturing from a globalMacro to a sceneRenderstate S32
This commit is contained in:
commit
e5aa6e4a95
13 changed files with 69 additions and 101 deletions
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@ -328,6 +328,7 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
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shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
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shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
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shaderConsts->setSafe(rpd->shaderHandles.mDampnessSC, MATMGR->getDampnessClamped());
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shaderConsts->setSafe(rpd->shaderHandles.mDampnessSC, MATMGR->getDampnessClamped());
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shaderConsts->setSafe(rpd->shaderHandles.mIsCapturingSC, state ? (S32)state->isCapturing() : 0);
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return true;
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return true;
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}
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}
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@ -115,6 +115,8 @@ void ShaderConstHandles::init( GFXShader *shader, CustomMaterial* mat /*=NULL*/)
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// MFT_HardwareSkinning
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// MFT_HardwareSkinning
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mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
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mNodeTransforms = shader->getShaderConstHandle( "$nodeTransforms" );
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mIsCapturingSC = shader->getShaderConstHandle(ShaderGenVars::isCapturing);
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// Clear any existing texture handles.
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// Clear any existing texture handles.
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dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
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dMemset( mTexHandlesSC, 0, sizeof( mTexHandlesSC ) );
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if(mat)
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if(mat)
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@ -1093,6 +1095,8 @@ void ProcessedShaderMaterial::_setShaderConstants(SceneRenderState * state, cons
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shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
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shaderConsts->setSafe( handles->mAccumTimeSC, MATMGR->getTotalTime() );
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shaderConsts->setSafe(handles->mDampnessSC, MATMGR->getDampnessClamped());
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shaderConsts->setSafe(handles->mDampnessSC, MATMGR->getDampnessClamped());
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shaderConsts->setSafe(handles->mIsCapturingSC, (S32)state->isCapturing());
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// If the shader constants have not been lost then
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// If the shader constants have not been lost then
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// they contain the content from a previous render pass.
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// they contain the content from a previous render pass.
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//
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//
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@ -104,6 +104,7 @@ public:
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GFXShaderConstHandle* mNodeTransforms;
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GFXShaderConstHandle* mNodeTransforms;
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GFXShaderConstHandle* mIsCapturingSC;
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struct customHandleData
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struct customHandleData
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{
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{
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StringTableEntry handleName;
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StringTableEntry handleName;
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@ -498,7 +498,8 @@ PostEffect::PostEffect()
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mMatCameraToWorldSC( NULL),
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mMatCameraToWorldSC( NULL),
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mInvCameraTransSC(NULL),
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mInvCameraTransSC(NULL),
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mMatCameraToScreenSC(NULL),
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mMatCameraToScreenSC(NULL),
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mMatScreenToCameraSC(NULL)
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mMatScreenToCameraSC(NULL),
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mIsCapturingSC(NULL)
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{
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{
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dMemset( mTexSRGB, 0, sizeof(bool) * NumTextures);
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dMemset( mTexSRGB, 0, sizeof(bool) * NumTextures);
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dMemset( mActiveTextures, 0, sizeof( GFXTextureObject* ) * NumTextures );
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dMemset( mActiveTextures, 0, sizeof( GFXTextureObject* ) * NumTextures );
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@ -798,8 +799,12 @@ void PostEffect::_setupConstants( const SceneRenderState *state )
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mInvCameraTransSC = mShader->getShaderConstHandle("$invCameraTrans");
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mInvCameraTransSC = mShader->getShaderConstHandle("$invCameraTrans");
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mMatCameraToScreenSC = mShader->getShaderConstHandle("$cameraToScreen");
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mMatCameraToScreenSC = mShader->getShaderConstHandle("$cameraToScreen");
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mMatScreenToCameraSC = mShader->getShaderConstHandle("$screenToCamera");
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mMatScreenToCameraSC = mShader->getShaderConstHandle("$screenToCamera");
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mIsCapturingSC = mShader->getShaderConstHandle("$isCapturing");
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}
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}
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if (mIsCapturingSC->isValid())
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mShaderConsts->set(mIsCapturingSC, (S32)state->isCapturing());
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// Set up shader constants for source image size
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// Set up shader constants for source image size
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if ( mRTSizeSC->isValid() )
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if ( mRTSizeSC->isValid() )
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{
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{
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@ -164,6 +164,8 @@ protected:
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GFXShaderConstHandle *mMatCameraToScreenSC;
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GFXShaderConstHandle *mMatCameraToScreenSC;
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GFXShaderConstHandle *mMatScreenToCameraSC;
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GFXShaderConstHandle *mMatScreenToCameraSC;
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GFXShaderConstHandle* mIsCapturingSC;
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bool mAllowReflectPass;
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bool mAllowReflectPass;
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/// If true update the shader.
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/// If true update the shader.
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@ -503,47 +503,13 @@ void RenderProbeMgr::reloadTextures()
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void RenderProbeMgr::preBake()
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void RenderProbeMgr::preBake()
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{
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{
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RenderProbeMgr::smBakeReflectionProbes = true;
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RenderProbeMgr::smBakeReflectionProbes = true;
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GFXShader::addGlobalMacro("CAPTURING", String("1"));
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Con::setBoolVariable("$ReflectionProbes::Capturing", RenderProbeMgr::smBakeReflectionProbes);
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//Con::setVariable("$Probes::Capturing", "1");
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mRenderMaximumNumOfLights = AdvancedLightBinManager::smMaximumNumOfLights;
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mRenderUseLightFade = AdvancedLightBinManager::smUseLightFade;
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AdvancedLightBinManager::smMaximumNumOfLights = -1;
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AdvancedLightBinManager::smUseLightFade = false;
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//kickstart rendering
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LightManager* lm = LIGHTMGR;
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if (lm)
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{
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SceneManager* sm = lm->getSceneManager();
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if (sm && sm->getContainer() == &gClientContainer)
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{
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lm->deactivate();
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lm->activate(sm);
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}
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}
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}
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}
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void RenderProbeMgr::postBake()
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void RenderProbeMgr::postBake()
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{
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{
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RenderProbeMgr::smBakeReflectionProbes = false;
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RenderProbeMgr::smBakeReflectionProbes = false;
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GFXShader::addGlobalMacro("CAPTURING", String("0"));
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Con::setBoolVariable("$ReflectionProbes::Capturing", RenderProbeMgr::smBakeReflectionProbes);
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//Con::setVariable("$Probes::Capturing", "0");
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AdvancedLightBinManager::smMaximumNumOfLights = mRenderMaximumNumOfLights;
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AdvancedLightBinManager::smUseLightFade = mRenderUseLightFade;
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//kickstart rendering
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LightManager* lm = LIGHTMGR;
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if (lm)
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{
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SceneManager* sm = lm->getSceneManager();
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if (sm && sm->getContainer() == &gClientContainer)
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{
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lm->deactivate();
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lm->activate(sm);
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}
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}
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}
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}
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void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
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void RenderProbeMgr::bakeProbe(ReflectionProbe* probe)
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@ -223,6 +223,7 @@ class SceneRenderState
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/// Returns true if this is not one of the other rendering passes.
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/// Returns true if this is not one of the other rendering passes.
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bool isOtherPass() const { return mScenePassType >= SPT_Other; }
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bool isOtherPass() const { return mScenePassType >= SPT_Other; }
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bool isCapturing() const { return Con::getBoolVariable("$ReflectionProbes::Capturing", false); };
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/// @}
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/// @}
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/// @name Render Style
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/// @name Render Style
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@ -74,6 +74,8 @@ const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");
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const String ShaderGenVars::vectorLightColor("$vectorLightColor");
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const String ShaderGenVars::vectorLightColor("$vectorLightColor");
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const String ShaderGenVars::vectorLightBrightness("$vectorLightBrightness");
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const String ShaderGenVars::vectorLightBrightness("$vectorLightBrightness");
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const String ShaderGenVars::isCapturing("$isCapturing");
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const String ShaderGenVars::ormConfig("$ORMConfig");
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const String ShaderGenVars::ormConfig("$ORMConfig");
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const String ShaderGenVars::roughness("$roughness");
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const String ShaderGenVars::roughness("$roughness");
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const String ShaderGenVars::metalness("$metalness");
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const String ShaderGenVars::metalness("$metalness");
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@ -86,6 +86,8 @@ struct ShaderGenVars
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const static String vectorLightColor;
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const static String vectorLightColor;
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const static String vectorLightBrightness;
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const static String vectorLightBrightness;
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const static String isCapturing;
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const static String ormConfig;
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const static String ormConfig;
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const static String roughness;
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const static String roughness;
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const static String metalness;
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const static String metalness;
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@ -24,6 +24,7 @@
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#include "./brdf.glsl"
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#include "./brdf.glsl"
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uniform float maxProbeDrawDistance;
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uniform float maxProbeDrawDistance;
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uniform int isCapturing;
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#ifndef TORQUE_SHADERGEN
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#ifndef TORQUE_SHADERGEN
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#line 27
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#line 27
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@ -54,10 +55,6 @@ uniform vec4 albedo;
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#define MAX_FORWARD_LIGHT 4
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#define MAX_FORWARD_LIGHT 4
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#ifndef CAPTURING
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#define CAPTURING 0
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#endif
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#ifndef DEBUGVIZ_ATTENUATION
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#ifndef DEBUGVIZ_ATTENUATION
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#define DEBUGVIZ_ATTENUATION 0
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#define DEBUGVIZ_ATTENUATION 0
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#endif
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#endif
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@ -237,32 +234,28 @@ vec3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
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vec3 Fr = D * F * Vis;
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vec3 Fr = D * F * Vis;
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#if CAPTURING == 1
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if(isCapturing == 1)
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return mix(Fd + Fr, surface.baseColor.rgb, surface.metalness);
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return mix(Fd + Fr, surface.baseColor.rgb, surface.metalness);
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#else
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else
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return Fd + Fr;
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return Fd + Fr;
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#endif
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}
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}
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vec3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
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vec3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float shadow)
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{
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{
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#if CAPTURING == 1
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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#else
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if(isCapturing != 1)
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float lightfloor = 0.0;
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lightfloor = 0.0;
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#endif
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vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity, lightfloor);
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vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity, lightfloor);
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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}
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}
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vec3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, float shadow)
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vec3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, float shadow)
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{
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{
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#if CAPTURING == 1
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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#else
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if(isCapturing != 1)
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float lightfloor = 0.0;
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lightfloor = 0.0;
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#endif
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float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
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float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
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vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity * attenuation, lightfloor);
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vec3 factor = lightColor * max(surfaceToLight.NdotL * shadow * lightIntensity * attenuation, lightfloor);
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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@ -270,11 +263,10 @@ vec3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, vec3 light
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vec3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, vec3 lightDir, vec2 lightSpotParams, float shadow)
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vec3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, vec3 lightColor, float lightIntensity, float radius, vec3 lightDir, vec2 lightSpotParams, float shadow)
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{
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{
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#if CAPTURING == 1
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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#else
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if(isCapturing != 1)
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float lightfloor = 0.0;
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lightfloor = 0.0;
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#endif
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float attenuation = 1.0f;
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float attenuation = 1.0f;
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attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
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attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
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attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
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attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
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@ -567,11 +559,11 @@ vec4 computeForwardProbes(Surface surface,
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float horizonOcclusion = 1.3;
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float horizonOcclusion = 1.3;
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
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horizon *= horizon;
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horizon *= horizon;
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#if CAPTURING == 1
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return vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
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if(isCapturing == 1)
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#else
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return vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
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return vec4((irradiance + specular* horizon) , 0);//alpha writes disabled
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else
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#endif
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return vec4((irradiance + specular* horizon) , 0);//alpha writes disabled
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}
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}
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vec4 debugVizForwardProbes(Surface surface,
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vec4 debugVizForwardProbes(Surface surface,
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@ -27,6 +27,7 @@
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//globals
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//globals
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uniform float3 eyePosWorld;
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uniform float3 eyePosWorld;
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uniform float maxProbeDrawDistance;
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uniform float maxProbeDrawDistance;
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uniform int isCapturing;
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#ifndef TORQUE_SHADERGEN
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#ifndef TORQUE_SHADERGEN
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// These are the uniforms used by most lighting shaders.
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// These are the uniforms used by most lighting shaders.
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@ -56,10 +57,6 @@ uniform float4 albedo;
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#define MAX_FORWARD_LIGHT 4
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#define MAX_FORWARD_LIGHT 4
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#ifndef CAPTURING
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#define CAPTURING 0
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#endif
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#ifndef DEBUGVIZ_ATTENUATION
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#ifndef DEBUGVIZ_ATTENUATION
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#define DEBUGVIZ_ATTENUATION 0
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#define DEBUGVIZ_ATTENUATION 0
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#endif
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#endif
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@ -238,32 +235,28 @@ float3 evaluateStandardBRDF(Surface surface, SurfaceToLight surfaceToLight)
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
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float D = D_GGX(surfaceToLight.NdotH, surface.linearRoughnessSq);
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float3 Fr = D * F * Vis;
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float3 Fr = D * F * Vis;
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#if CAPTURING == 1
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if(isCapturing == 1)
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return lerp(Fd + Fr,surface.baseColor.rgb,surface.metalness);
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return lerp(Fd + Fr,surface.baseColor.rgb,surface.metalness);
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#else
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else
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return Fd + Fr;
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return Fd + Fr;
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#endif
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}
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}
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float3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
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float3 getDirectionalLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float shadow)
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{
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{
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#if CAPTURING == 1
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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#else
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if(isCapturing != 1)
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float lightfloor = 0.0;
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lightfloor = 0.0;
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#endif
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float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity, lightfloor) ;
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float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity, lightfloor) ;
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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}
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}
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float3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float shadow)
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float3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float shadow)
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{
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{
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#if CAPTURING == 1
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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float lightfloor = CAPTURE_LIGHT_FLOOR;
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#else
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if(isCapturing != 1)
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float lightfloor = 0.0;
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lightfloor = 0.0;
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#endif
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float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
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float attenuation = getDistanceAtt(surfaceToLight.Lu, radius);
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float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, lightfloor) ;
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float3 factor = lightColor * max(surfaceToLight.NdotL* shadow * lightIntensity * attenuation, lightfloor) ;
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||||||
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
|
return evaluateStandardBRDF(surface,surfaceToLight) * factor;
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||||||
|
|
@ -271,11 +264,10 @@ float3 getPunctualLight(Surface surface, SurfaceToLight surfaceToLight, float3 l
|
||||||
|
|
||||||
float3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float3 lightDir, float2 lightSpotParams, float shadow)
|
float3 getSpotlight(Surface surface, SurfaceToLight surfaceToLight, float3 lightColor, float lightIntensity, float radius, float3 lightDir, float2 lightSpotParams, float shadow)
|
||||||
{
|
{
|
||||||
#if CAPTURING == 1
|
|
||||||
float lightfloor = CAPTURE_LIGHT_FLOOR;
|
float lightfloor = CAPTURE_LIGHT_FLOOR;
|
||||||
#else
|
if(isCapturing != 1)
|
||||||
float lightfloor = 0.0;
|
lightfloor = 0.0;
|
||||||
#endif
|
|
||||||
float attenuation = 1.0f;
|
float attenuation = 1.0f;
|
||||||
attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
|
attenuation *= getDistanceAtt(surfaceToLight.Lu, radius);
|
||||||
attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
|
attenuation *= getSpotAngleAtt(-surfaceToLight.L, lightDir, lightSpotParams.xy);
|
||||||
|
|
@ -573,11 +565,11 @@ float4 computeForwardProbes(Surface surface,
|
||||||
float horizonOcclusion = 1.3;
|
float horizonOcclusion = 1.3;
|
||||||
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
|
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
|
||||||
horizon *= horizon;
|
horizon *= horizon;
|
||||||
#if CAPTURING == 1
|
|
||||||
return float4(lerp((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
|
if(isCapturing == 1)
|
||||||
#else
|
return float4(lerp((irradiance + specular* horizon),surface.baseColor.rgb,surface.metalness),0);
|
||||||
return float4((irradiance + specular* horizon) , 0);//alpha writes disabled
|
else
|
||||||
#endif
|
return float4((irradiance + specular* horizon) , 0);//alpha writes disabled
|
||||||
}
|
}
|
||||||
|
|
||||||
float4 debugVizForwardProbes(Surface surface,
|
float4 debugVizForwardProbes(Surface surface,
|
||||||
|
|
|
||||||
|
|
@ -222,9 +222,9 @@ void main()
|
||||||
float horizonOcclusion = 1.3;
|
float horizonOcclusion = 1.3;
|
||||||
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
|
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
|
||||||
horizon *= horizon;
|
horizon *= horizon;
|
||||||
#if CAPTURING == 1
|
|
||||||
OUT_col = vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb, surface.metalness),0);
|
if(isCapturing == 1)
|
||||||
#else
|
OUT_col = vec4(mix((irradiance + specular* horizon),surface.baseColor.rgb, surface.metalness),0);
|
||||||
OUT_col = vec4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
|
else
|
||||||
#endif
|
OUT_col = vec4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -208,9 +208,9 @@ float4 main(PFXVertToPix IN) : SV_TARGET
|
||||||
float horizonOcclusion = 1.3;
|
float horizonOcclusion = 1.3;
|
||||||
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
|
float horizon = saturate( 1 + horizonOcclusion * dot(surface.R, surface.N));
|
||||||
horizon *= horizon;
|
horizon *= horizon;
|
||||||
#if CAPTURING == 1
|
|
||||||
return float4(lerp((irradiance + specular* horizon), surface.baseColor.rgb,surface.metalness),0);
|
if(isCapturing == 1)
|
||||||
#else
|
return float4(lerp((irradiance + specular* horizon), surface.baseColor.rgb,surface.metalness),0);
|
||||||
return float4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
|
else
|
||||||
#endif
|
return float4((irradiance + specular* horizon)*ambientColor, 0);//alpha writes disabled
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue