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by and large, Opengl branch compatibility alterations, though do again note the inclusion of sampler["lightBuffer"] = "#lightinfo"; sampler["colorBuffer"] = "#color"; sampler["matInfoBuffer"] = "#matinfo"; and samplerNames[5] = "$lightBuffer"; samplerNames[6] = "$colorBuffer"; samplerNames[7] = "$matInfoBuffer"; entries. This is where the engine knows to pass along a given rendertarget for input into a predefined shader, as opposed to the prior phase's output to targets within procedural ones. Shader: the XXXLight.hlsl/glsls account for alterations in inputs, check for emissive and translucency, apply Felix's Normal Mapped Ambient. and pass the results along to AL_DeferredOutput for final computation before returning the result. the lighting.hlsl/.glsl consissts of removal of the overridden engine-specific phong specular variant, and defines the AL_DeferredOutput method, which equates to the previously used pixspecular feature defined along the lines of http://books.google.com/books?id=GY-AAwAAQBAJ&pg=PA112&lpg=PA112&dq=blinn+phong+specular+gloss+hlsl&source=bl&ots=q9SKJkmWHB&sig=uLIHX10Zul0X0LL2ehSMq7IFBIM&hl=en&sa=X&ei=DbcsVPeWEdW1yASDy4LYDw&ved=0CB4Q6AEwAA#v=onepage&q=gloss%20&f=false also includes visualizers Long term impact: This area, along with the \game\shaders\common\lighting\advanced\lightingUtils.hlsl/.glsl pair will be where we plug in properly attenuated Cook-Torrence later, presuming the impact is not to hefty. |
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