mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 19:53:48 +00:00
Moved unneeded modules to Templates/Modules
Added templated getObjectsByClass to Scene for easier engine-side polling of objects, including nested checks for subscenes Proper init'ing of mGamemodeName in LevelAsset, as well as proper fieldType for mIsSubLevel D3D11 added logic to handle scaling down of textures in cubemap arrays for lower texture resolution preferences Added ability to collapse groups programmatically to GuiVariableInspector Upped PSSM shadowmap max size to 4096 Caught GL deferred lighting/probes up to D3D11 Temporarily disabled forward lighting/probes on GL materials until conversion finished Upped smMaxInstancingVerts to 2000 from 200 to support slightly more detailed meshes being instanced Reordered project settings so they load ahead of core modules, so that core modules can actually use project settings Established current preset file for PostFXManager to use for reverting WIP logic for forcing probes to update as part of level lighting load step in loading process Streamlined PostFXManager code, removing unnecessary/redundant files Coverted HDR, Lightrays and SSAO and ExamplePostEffect to use new PostFX Manager/Editor paradigm PostFX manager now enacts callbacks so that postFXs' can process their own settings as well as provide editor fields Changed PostFX editor to work with new callbacks via using VariableInspector Updated PostEffectAsset's template file so new PostFX's will now automatically register with the PostFXManager and have the needed new callbacks for integration Made HDR on by default, removed enable field from editing Made probe bake resolution a project setting Updated many GL postFX shaders to have proper case for PostFx.glsl Example module now loads ExampleGUI and ExamplePostEffect during init'ing Removed unneeded autoload definitions from ExampleModule's module file Fixed Graphics Adapter settings field to properly display as well as apply setting Updated many referenced profiles in tools folder to use the Tools specific gui profiles to make theming more consistent Fixed coloration of tools button bitmap to make theming more consistent Updated a few theme settings for improved visibility with theme, particularly selected/highlighted text Moved AssetBrowser field types to separated folder/files Updated new module creation to properly utilize template file instead of overriding it with a programmatic script generation. Removed unneded default autoload definitions from new modules Added WIP for editing Module/Asset dependencies Updated the PostEffectAsset to properly generate glsl and hlsl files from templates Updated module editor window to display only necessary fields Added WIP of TerrainAsset Added shaderCache gitignore file so folder isn't lost
This commit is contained in:
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165 changed files with 2328 additions and 5095 deletions
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@ -827,6 +827,73 @@ Var* ShaderFeatureGLSL::addOutDetailTexCoord( Vector<ShaderComponent*> &compon
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return outTex;
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}
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Var* ShaderFeatureGLSL::getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta, const MaterialFeatureData& fd)
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{
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ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
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/*Var* diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var* matinfo = (Var*)LangElement::find("PBRConfig");
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if (!matinfo)
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{
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Var* metalness = (Var*)LangElement::find("metalness");
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if (!metalness)
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{
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metalness = new Var("metalness", "float");
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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}
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Var* smoothness = (Var*)LangElement::find("smoothness");
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if (!smoothness)
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{
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smoothness = new Var("smoothness", "float");
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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matinfo = new Var("PBRConfig", "vec4");
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LangElement* colorDecl = new DecOp(matinfo);
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meta->addStatement(new GenOp(" @ = vec4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
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}
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Var* wsNormal = (Var*)LangElement::find("wsNormal");
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Var* normal = (Var*)LangElement::find("normal");
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if (!normal)
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{
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normal = new Var("normal", "vec3");
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meta->addStatement(new GenOp(" @;\r\n\n", new DecOp(normal)));
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if (!fd.features[MFT_NormalMap])
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{
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Var* worldToTangent = getInWorldToTangent(componentList);
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meta->addStatement(new GenOp(" @ = normalize(tMul(@,vec3(0,0,1.0f)));\r\n\n", normal, worldToTangent));
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}
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else
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{
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meta->addStatement(new GenOp(" @ = normalize( half3( @ ) );\r\n", normal, wsNormal));
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}
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}
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Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
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Var* wsPosition = getInWsPosition(componentList);
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Var* wsView = getWsView(wsPosition, meta);
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Var* surface = (Var*)LangElement::find("surface");
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if (!surface)
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{
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surface = new Var("surface", "Surface");
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, normal, matinfo,
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wsPosition, wsEyePos, wsView));
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}*/
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Var* surface = (Var*)LangElement::find("surface");
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if (!surface)
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{
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surface = new Var("surface", "float");
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}
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return surface;
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}
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//****************************************************************************
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// Base Texture
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//****************************************************************************
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@ -2060,33 +2127,13 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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// TODO: We can totally detect for this in the material
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// feature setup... we should move it out of here!
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//
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if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
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//if ( fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit] )
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return;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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MultiLine *meta = new MultiLine;
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// Look for a wsNormal or grab it from the connector.
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Var *wsNormal = (Var*)LangElement::find( "wsNormal" );
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if ( !wsNormal )
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{
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wsNormal = connectComp->getElement( RT_TEXCOORD );
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wsNormal->setName( "wsNormal" );
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wsNormal->setStructName( "IN" );
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wsNormal->setType( "vec3" );
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// If we loaded the normal its our responsibility
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// to normalize it... the interpolators won't.
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//
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// Note we cast to half here to get partial precision
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// optimized code which is an acceptable loss of
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// precision for normals and performs much better
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// on older Geforce cards.
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//
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meta->addStatement( new GenOp( " @ = normalize( half3( @ ) );\r\n", wsNormal, wsNormal ) );
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}
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// Now the wsPosition and wsView.
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Var *wsPosition = getInWsPosition( componentList );
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Var *wsView = getWsView( wsPosition, meta );
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@ -2106,12 +2153,13 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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// Get all the light constants.
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Var *inLightPos = new Var( "inLightPos", "vec4" );
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inLightPos->uniform = true;
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inLightPos->arraySize = 3;
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inLightPos->arraySize = 4;
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inLightPos->constSortPos = cspPotentialPrimitive;
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Var *inLightInvRadiusSq = new Var( "inLightInvRadiusSq", "vec4" );
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inLightInvRadiusSq->uniform = true;
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inLightInvRadiusSq->constSortPos = cspPotentialPrimitive;
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Var * inLightConfigData = new Var( "inLightConfigData", "vec4" );
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inLightConfigData->uniform = true;
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inLightConfigData->arraySize = 4;
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inLightConfigData->constSortPos = cspPotentialPrimitive;
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Var *inLightColor = new Var( "inLightColor", "vec4" );
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inLightColor->uniform = true;
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@ -2120,56 +2168,54 @@ void RTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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Var *inLightSpotDir = new Var( "inLightSpotDir", "vec4" );
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inLightSpotDir->uniform = true;
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inLightSpotDir->arraySize = 3;
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inLightSpotDir->arraySize = 4;
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inLightSpotDir->constSortPos = cspPotentialPrimitive;
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Var *inLightSpotAngle = new Var( "inLightSpotAngle", "vec4" );
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inLightSpotAngle->uniform = true;
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inLightSpotAngle->constSortPos = cspPotentialPrimitive;
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Var * lightSpotParams = new Var( "lightSpotParams", "vec4" );
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lightSpotParams->uniform = true;
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lightSpotParams->arraySize = 4;
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lightSpotParams->constSortPos = cspPotentialPrimitive;
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Var *lightSpotFalloff = new Var( "inLightSpotFalloff", "vec4" );
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lightSpotFalloff->uniform = true;
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lightSpotFalloff->constSortPos = cspPotentialPrimitive;
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Var* hasVectorLight = new Var("hasVectorLight", "int");
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hasVectorLight->uniform = true;
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hasVectorLight->constSortPos = cspPotentialPrimitive;
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Var *smoothness = (Var*)LangElement::find("smoothness");
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if (!fd.features[MFT_SpecularMap])
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Var* vectorLightDirection = new Var("vectorLightDirection", "vec4");
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vectorLightDirection->uniform = true;
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vectorLightDirection->constSortPos = cspPotentialPrimitive;
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Var* vectorLightColor = new Var("vectorLightColor", "vec4");
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vectorLightColor->uniform = true;
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vectorLightColor->constSortPos = cspPotentialPrimitive;
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Var* vectorLightBrightness = new Var("vectorLightBrightness", "float");
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vectorLightBrightness->uniform = true;
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vectorLightBrightness->constSortPos = cspPotentialPrimitive;
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Var* surface = getSurface(componentList, meta, fd);
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if (!surface)
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{
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if (!smoothness)
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{
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smoothness = new Var("smoothness", "float");
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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}
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Con::errorf("ShaderGen::RTLightingFeatGLSL() - failed to generate surface!");
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return;
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}
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Var *smoothness = (Var*)LangElement::find("smoothness");
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Var *metalness = (Var*)LangElement::find("metalness");
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if (!fd.features[MFT_SpecularMap])
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{
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if (!metalness)
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{
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metalness = new Var("metalness", "float");
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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}
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}
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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", "vec4" );
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ambient->uniform = true;
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ambient->constSortPos = cspPass;
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Var* lighting = new Var("lighting", "vec4");
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meta->addStatement(new GenOp(" @ = compute4Lights( @, @, @, @,\r\n"
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" @, @, @, @, @, @, @);\r\n",
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new DecOp(lighting), surface, lightMask, inLightPos, inLightConfigData, inLightColor, inLightSpotDir, lightSpotParams,
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hasVectorLight, vectorLightDirection, vectorLightColor, vectorLightBrightness));
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// Calculate the diffuse shading and specular powers.
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meta->addStatement( new GenOp( " compute4Lights( @, @, @, @,\r\n"
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" @, @, @, @, @, @, @, @, @,\r\n"
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" @, @ );\r\n",
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wsView, wsPosition, wsNormal, lightMask,
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inLightPos, inLightInvRadiusSq, inLightColor, inLightSpotDir, inLightSpotAngle, lightSpotFalloff, smoothness, metalness, albedo,
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rtShading, specular ) );
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meta->addStatement(new GenOp(" @.rgb += @.rgb;\r\n", curColor, lighting));
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// Apply the lighting to the diffuse color.
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LangElement *lighting = new GenOp( "vec4( @.rgb + @.rgb, 1 )", rtShading, ambient );
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meta->addStatement( new GenOp( " @;\r\n", assignColor( lighting, Material::Mul ) ) );
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output = meta;
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}
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@ -2872,7 +2918,7 @@ void HardwareSkinningFeatureGLSL::processVert(Vector<ShaderComponent*> &componen
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}
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//****************************************************************************
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// ReflectionProbeFeatHLSL
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// ReflectionProbeFeatGLSL
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//****************************************************************************
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ReflectionProbeFeatGLSL::ReflectionProbeFeatGLSL()
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@ -2880,6 +2926,17 @@ ReflectionProbeFeatGLSL::ReflectionProbeFeatGLSL()
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{
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addDependency(&mDep);
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}
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void ReflectionProbeFeatGLSL::processVert(Vector<ShaderComponent*>& componentList,
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const MaterialFeatureData& fd)
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{
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//MultiLine* meta = new MultiLine;
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//output = meta;
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// Also output the worldToTanget transform which
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// we use to create the world space normal.
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//getOutWorldToTangent(componentList, meta, fd);
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}
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void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList,
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const MaterialFeatureData& fd)
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{
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@ -2889,7 +2946,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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// TODO: We can totally detect for this in the material
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// feature setup... we should move it out of here!
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//
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if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
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//if (fd.features[MFT_LightMap] || fd.features[MFT_ToneMap] || fd.features[MFT_VertLit])
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return;
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ShaderConnector * connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
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@ -2897,15 +2954,13 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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MultiLine * meta = new MultiLine;
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// Now the wsPosition and wsView.
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Var * wsPosition = getInWsPosition(componentList);
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Var * wsView = getWsView(wsPosition, meta);
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Var * albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var *wsPosition = getInWsPosition(componentList);
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Var *wsView = getWsView(wsPosition, meta);
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//Reflection Probe WIP
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U32 MAX_FORWARD_PROBES = 4;
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Var * numProbes = new Var("numProbes", "float");
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Var * numProbes = new Var("numProbes", "int");
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numProbes->uniform = true;
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numProbes->constSortPos = cspPotentialPrimitive;
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@ -2913,9 +2968,9 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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cubeMips->uniform = true;
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cubeMips->constSortPos = cspPotentialPrimitive;
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Var * hasSkylight = new Var("hasSkylight", "float");
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hasSkylight->uniform = true;
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hasSkylight->constSortPos = cspPotentialPrimitive;
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Var * skylightCubemapIdx = new Var("skylightCubemapIdx", "float");
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skylightCubemapIdx->uniform = true;
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skylightCubemapIdx->constSortPos = cspPotentialPrimitive;
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Var * inProbePosArray = new Var("inProbePosArray", "vec4");
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inProbePosArray->arraySize = MAX_FORWARD_PROBES;
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@ -2942,7 +2997,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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probeConfigData->uniform = true;
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probeConfigData->constSortPos = cspPotentialPrimitive;
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Var * worldToObjArray = new Var("worldToObjArray", "mat4x4");
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Var * worldToObjArray = new Var("worldToObjArray", "mat4");
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worldToObjArray->arraySize = MAX_FORWARD_PROBES;
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worldToObjArray->uniform = true;
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worldToObjArray->constSortPos = cspPotentialPrimitive;
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@ -2965,87 +3020,29 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
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irradianceCubemapAR->sampler = true;
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irradianceCubemapAR->constNum = Var::getTexUnitNum();
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Var * skylightSpecularMap = new Var("skylightSpecularMap", "samplerCube");
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skylightSpecularMap->uniform = true;
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skylightSpecularMap->sampler = true;
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skylightSpecularMap->constNum = Var::getTexUnitNum();
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Var* surface = getSurface(componentList, meta, fd);
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Var * skylightIrradMap = new Var("skylightIrradMap", "samplerCube");
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skylightIrradMap->uniform = true;
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skylightIrradMap->sampler = true;
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skylightIrradMap->constNum = Var::getTexUnitNum();
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Var * inTex = getInTexCoord("texCoord", "vec2", componentList);
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if (!inTex)
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if (!surface)
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{
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Con::errorf("ShaderGen::ReflectionProbeFeatGLSL() - failed to generate surface!");
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return;
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Var * diffuseColor = (Var*)LangElement::find("diffuseColor");
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if (!diffuseColor)
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{
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diffuseColor = new Var;
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diffuseColor->setType("vec4");
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diffuseColor->setName("diffuseColor");
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LangElement* colorDecl = new DecOp(diffuseColor);
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meta->addStatement(new GenOp(" @ = vec4(1.0,1.0,1.0,1.0);\r\n", colorDecl)); //default to flat white
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}
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Var* matinfo = (Var*)LangElement::find("PBRConfig");
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if (!matinfo)
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{
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Var* metalness = (Var*)LangElement::find("metalness");
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if (!metalness)
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{
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metalness = new Var("metalness", "float");
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metalness->uniform = true;
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metalness->constSortPos = cspPotentialPrimitive;
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}
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Var* smoothness = (Var*)LangElement::find("smoothness");
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if (!smoothness)
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{
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smoothness = new Var("smoothness", "float");
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smoothness->uniform = true;
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smoothness->constSortPos = cspPotentialPrimitive;
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}
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matinfo = new Var("PBRConfig", "vec4");
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LangElement* colorDecl = new DecOp(matinfo);
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meta->addStatement(new GenOp(" @ = vec4(0.0,1.0,@,@);\r\n", colorDecl, smoothness, metalness)); //reconstruct matinfo, no ao darkening
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}
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Var* bumpNormal = (Var*)LangElement::find("bumpNormal");
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if (!bumpNormal)
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{
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bumpNormal = new Var("bumpNormal", "vec4");
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LangElement* colorDecl = new DecOp(bumpNormal);
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meta->addStatement(new GenOp(" @ = vec4(1.0,0.0,0.0,0.0);\r\n", colorDecl)); //default to identity normal
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}
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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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Var* smoothness = (Var*)LangElement::find("smoothness");
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Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
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Var* worldToCamera = (Var*)LangElement::find("worldToCamera");
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if (!worldToCamera)
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{
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worldToCamera = new Var;
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worldToCamera->setType("mat4x4");
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worldToCamera->setName("worldToCamera");
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worldToCamera->uniform = true;
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worldToCamera->constSortPos = cspPass;
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}
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//Reflection vec
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Var* surface = new Var("surface", "Surface");
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meta->addStatement(new GenOp(" @ = createForwardSurface(@,@,@,@,@,@,@,@);\r\n\n", new DecOp(surface), diffuseColor, bumpNormal, matinfo,
|
||||
inTex, wsPosition, wsEyePos, wsView, worldToCamera));
|
||||
String computeForwardProbes = String(" @.rgb += computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
|
||||
String computeForwardProbes = String(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
|
||||
computeForwardProbes += String("@,@,\r\n\t\t");
|
||||
computeForwardProbes += String("@, @, \r\n\t\t");
|
||||
computeForwardProbes += String("@,@).rgb; \r\n");
|
||||
|
||||
meta->addStatement(new GenOp(computeForwardProbes.c_str(), albedo, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refBoxMinArray, refBoxMaxArray, inRefPosArray,
|
||||
hasSkylight, BRDFTexture,
|
||||
skylightIrradMap, skylightSpecularMap,
|
||||
meta->addStatement(new GenOp(computeForwardProbes.c_str(), curColor, surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refBoxMinArray, refBoxMaxArray, inRefPosArray,
|
||||
skylightCubemapIdx, BRDFTexture,
|
||||
irradianceCubemapAR, specularCubemapAR));
|
||||
|
||||
output = meta;
|
||||
|
|
@ -3055,8 +3052,8 @@ ShaderFeature::Resources ReflectionProbeFeatGLSL::getResources(const MaterialFea
|
|||
{
|
||||
Resources res;
|
||||
|
||||
res.numTex = 5;
|
||||
res.numTexReg = 5;
|
||||
res.numTex = 3;
|
||||
res.numTexReg = 3;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
|
@ -3075,9 +3072,5 @@ void ReflectionProbeFeatGLSL::setTexData(Material::StageData& stageDat,
|
|||
passData.mTexType[texIndex++] = Material::SGCube;
|
||||
passData.mSamplerNames[texIndex] = "irradianceCubemapAR";
|
||||
passData.mTexType[texIndex++] = Material::SGCube;
|
||||
passData.mSamplerNames[texIndex] = "skylightSpecularMap";
|
||||
passData.mTexType[texIndex++] = Material::SGCube;
|
||||
passData.mSamplerNames[texIndex] = "skylightIrradMap";
|
||||
passData.mTexType[texIndex++] = Material::SGCube;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue