mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-15 16:44:36 +00:00
take ibl amount into account for translucent opacity
This commit is contained in:
parent
9f29bee45f
commit
fad8e12667
4 changed files with 12 additions and 10 deletions
|
|
@ -3055,7 +3055,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
|
||||||
Var *ibl = (Var *)LangElement::find("ibl");
|
Var *ibl = (Var *)LangElement::find("ibl");
|
||||||
if (!ibl)
|
if (!ibl)
|
||||||
{
|
{
|
||||||
ibl = new Var("ibl", "float3");
|
ibl = new Var("ibl", "float4");
|
||||||
}
|
}
|
||||||
|
|
||||||
Var* eyePos = (Var*)LangElement::find("eyePosWorld");
|
Var* eyePos = (Var*)LangElement::find("eyePosWorld");
|
||||||
|
|
@ -3086,7 +3086,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
|
||||||
//Reflection vec
|
//Reflection vec
|
||||||
String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
|
String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
|
||||||
computeForwardProbes += String("@,@,@,@,@,@,\r\n\t\t");
|
computeForwardProbes += String("@,@,@,@,@,@,\r\n\t\t");
|
||||||
computeForwardProbes += String("@,@).rgb; \r\n");
|
computeForwardProbes += String("@,@); \r\n");
|
||||||
|
|
||||||
meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
|
meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
|
||||||
skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
|
skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
|
||||||
|
|
@ -3100,7 +3100,7 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
|
||||||
ambient->constSortPos = cspPass;
|
ambient->constSortPos = cspPass;
|
||||||
}
|
}
|
||||||
meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
|
meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
|
||||||
meta->addStatement(new GenOp(" @.rgb = @.rgb;\r\n", curColor, ibl));
|
meta->addStatement(new GenOp(" @ = @;\r\n", curColor, ibl));
|
||||||
|
|
||||||
output = meta;
|
output = meta;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -3143,7 +3143,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
|
||||||
Var* ibl = (Var*)LangElement::find("ibl");
|
Var* ibl = (Var*)LangElement::find("ibl");
|
||||||
if (!ibl)
|
if (!ibl)
|
||||||
{
|
{
|
||||||
ibl = new Var("ibl", "float3");
|
ibl = new Var("ibl", "float4");
|
||||||
}
|
}
|
||||||
|
|
||||||
Var* eyePos = (Var*)LangElement::find("eyePosWorld");
|
Var* eyePos = (Var*)LangElement::find("eyePosWorld");
|
||||||
|
|
@ -3174,7 +3174,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
|
||||||
|
|
||||||
String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
|
String computeForwardProbes = String(" @ = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
|
||||||
computeForwardProbes += String("@,@,TORQUE_SAMPLER2D_MAKEARG(@),TORQUE_SAMPLER2D_MAKEARG(@), @, @,\r\n\t\t");
|
computeForwardProbes += String("@,@,TORQUE_SAMPLER2D_MAKEARG(@),TORQUE_SAMPLER2D_MAKEARG(@), @, @,\r\n\t\t");
|
||||||
computeForwardProbes += String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)).rgb; \r\n");
|
computeForwardProbes += String("TORQUE_SAMPLERCUBEARRAY_MAKEARG(@),TORQUE_SAMPLERCUBEARRAY_MAKEARG(@)); \r\n");
|
||||||
|
|
||||||
meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
|
meta->addStatement(new GenOp(computeForwardProbes.c_str(), new DecOp(ibl), surface, cubeMips, numProbes, worldToObjArray, probeConfigData, inProbePosArray, refScaleArray, inRefPosArray, eyePos,
|
||||||
skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
|
skylightCubemapIdx, SkylightDamp, BRDFTexture, WetnessTexture, accumTime, dampness,
|
||||||
|
|
@ -3188,7 +3188,7 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
|
||||||
ambient->constSortPos = cspPass;
|
ambient->constSortPos = cspPass;
|
||||||
}
|
}
|
||||||
meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
|
meta->addStatement(new GenOp(" @.rgb *= @.rgb;\r\n", ibl, ambient));
|
||||||
meta->addStatement(new GenOp(" @.rgb = @.rgb;\r\n", curColor, ibl));
|
meta->addStatement(new GenOp(" @ = @;\r\n", curColor, ibl));
|
||||||
|
|
||||||
output = meta;
|
output = meta;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -605,10 +605,11 @@ vec4 computeForwardProbes(Surface surface,
|
||||||
finalColor *= surface.ao;
|
finalColor *= surface.ao;
|
||||||
|
|
||||||
if(isCapturing == 1)
|
if(isCapturing == 1)
|
||||||
return vec4(lerp((finalColor), surface.baseColor.rgb,surface.metalness),0);
|
return vec4(lerp((finalColor), surface.baseColor.rgb,surface.metalness),surface.baseColor.a);
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
return vec4(finalColor, 0);
|
float reflectionOpacity = min(max(surface.baseColor.a,length(specular+irradiance)),1.0);
|
||||||
|
return vec4(finalColor, reflectionOpacity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -610,10 +610,11 @@ float4 computeForwardProbes(Surface surface,
|
||||||
finalColor *= surface.ao;
|
finalColor *= surface.ao;
|
||||||
|
|
||||||
if(isCapturing == 1)
|
if(isCapturing == 1)
|
||||||
return float4(lerp((finalColor), surface.baseColor.rgb,surface.metalness),0);
|
return float4(lerp((finalColor), surface.baseColor.rgb,surface.metalness),surface.baseColor.a);
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
return float4(finalColor, 0);
|
float reflectionOpacity = min(max(surface.baseColor.a,length(specular+irradiance)),1.0);
|
||||||
|
return float4(finalColor, reflectionOpacity);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue