diff --git a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl index 4e3860aa0..4cf858cf8 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl @@ -4,18 +4,10 @@ #include "../../lighting.hlsl" #include "../../torque.hlsl" -/*struct ConvexConnectP -{ - float4 pos : TORQUE_POSITION; - float4 uv0 : TEXCOORD1; - float4 vsEyeDir : TEXCOORD2; -};*/ - struct ConvexConnectP { float4 pos : TORQUE_POSITION; - float4 wsEyeDir : TEXCOORD0; - float4 ssPos : TEXCOORD1; + float4 uv0 : TEXCOORD1; float4 vsEyeDir : TEXCOORD2; }; @@ -106,19 +98,19 @@ float defineBoxSpaceInfluence(Surface surface, int id) float4 main( ConvexConnectP IN ) : SV_TARGET { // Compute scene UV - float3 ssPos = IN.ssPos.xyz / IN.ssPos.w; - float2 uvScene = getUVFromSSPos( ssPos, rtParams0 ); + //float3 ssPos = IN.ssPos.xyz / IN.ssPos.w; + //float2 IN.uv0 = getUVFromSSPos( ssPos, rtParams0 ); //eye ray WS/LS float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane ); float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz; //unpack normal and linear depth - float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, uvScene); + float4 normDepth = TORQUE_DEFERRED_UNCONDITION(deferredBuffer, IN.uv0.xy); //create surface Surface surface = createSurface( normDepth, TORQUE_SAMPLER2D_MAKEARG(colorBuffer),TORQUE_SAMPLER2D_MAKEARG(matInfoBuffer), - uvScene, eyePosWorld, wsEyeRay, cameraToWorld); + IN.uv0.xy, eyePosWorld, wsEyeRay, cameraToWorld); //early out if emissive if (getFlag(surface.matFlag, 0)) {