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https://github.com/TorqueGameEngines/Torque3D.git
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take ibl amount into account for translucent opacity
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parent
9f29bee45f
commit
fad8e12667
4 changed files with 12 additions and 10 deletions
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@ -3143,7 +3143,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Var* ibl = (Var*)LangElement::find("ibl");
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if (!ibl)
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{
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ibl = new Var("ibl", "float3");
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ibl = new Var("ibl", "float4");
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}
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Var* eyePos = (Var*)LangElement::find("eyePosWorld");
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@ -3174,7 +3174,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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computeForwardProbes += String("@,@,TORQUE_SAMPLER2D_MAKEARG(@),TORQUE_SAMPLER2D_MAKEARG(@), @, @,\r\n\t\t");
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computeForwardProbes += String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
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computeForwardProbes += String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)); \r\n");
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meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
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skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
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@ -3188,7 +3188,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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ambient->constSortPos = cspPass;
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}
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meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
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meta->addStatement(new GenOp(" @.rgb = @.rgb;\r\n", curColor, ibl));
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meta->addStatement(new GenOp(" @ = @;\r\n", curColor, ibl));
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output = meta;
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}
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