shift capturing from a globalMacro to a sceneRenderstate S32

lets us ditch shader recompilation so that can be done on the fly without hitches, though does cost us a per-shader const for objects and postfx
This commit is contained in:
AzaezelX 2024-04-16 13:51:41 -05:00
parent 71e0626ec2
commit fe26ffc375
13 changed files with 69 additions and 101 deletions

View file

@ -328,6 +328,7 @@ bool ProcessedCustomMaterial::setupPass( SceneRenderState *state, const SceneDat
shaderConsts->setSafe(rpd->shaderHandles.mAccumTimeSC, MATMGR->getTotalTime());
shaderConsts->setSafe(rpd->shaderHandles.mDampnessSC, MATMGR->getDampnessClamped());
shaderConsts->setSafe(rpd->shaderHandles.mIsCapturingSC, state ? (S32)state->isCapturing() : 0);
return true;
}