Let's fix the texcoord alignment for RT Lighting.

This commit is contained in:
Jeff Hutchinson 2021-09-22 21:41:38 -04:00
parent 3fabbc651f
commit e784b0140c
2 changed files with 12 additions and 16 deletions

View file

@ -2090,12 +2090,15 @@ void RTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
return;
}
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
getOutWorldToTangent(componentList, meta, fd);
output = meta;
// Find the incoming vertex normal.
Var *inNormal = (Var*)LangElement::find( "normal" );
// Skip out on realtime lighting if we don't have a normal
// or we're doing some sort of baked lighting.
if ( !inNormal ||
fd.features[MFT_LightMap] ||
fd.features[MFT_ToneMap] ||
@ -2119,11 +2122,6 @@ void RTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
meta->addStatement( new GenOp( " @ = tMul( @, vec4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
}*/
addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
getOutWorldToTangent(componentList, meta, fd);
output = meta;
}
void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,