Shifted the rest of the probe render code to hook into the array'd uniforms, made the reflection probe shader definition refer to the array shader.

This commit is contained in:
Areloch 2019-01-19 00:31:42 -06:00
parent 1f38bb6d2d
commit f5da79b39f
5 changed files with 159 additions and 77 deletions

View file

@ -280,12 +280,25 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
//Reflection probe Specular
new ShaderData( ReflectionProbeShader )
{
DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
/*DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$colorBuffer";
samplerNames[2] = "$matInfoBuffer";
samplerNames[3] = "$cubeMap";
samplerNames[4] = "$irradianceCubemap";
samplerNames[5] = "$BRDFTexture";*/
DXVertexShaderFile = "shaders/common/lighting/advanced/convexGeometryV.hlsl";
DXPixelShaderFile = "shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl";
OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/reflectionProbeArrayP.glsl";
samplerNames[0] = "$deferredBuffer";
samplerNames[1] = "$colorBuffer";
samplerNames[2] = "$matInfoBuffer";