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Fixing SHADING_VIEW_COUNT macros in shaders to match new changes

Signed-off-by: antonmic <[email protected]>
antonmic 3 months ago
parent
commit
15c13a1610

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Materials/Pipelines/Mobile/MobileForwardPassVertexAndPixel.azsli

@@ -28,7 +28,7 @@ VsOutput VertexShader(VsInput IN, uint instanceId : SV_InstanceID)
 #endif
 ForwardPassOutput PixelShader(VsOutput IN, bool isFrontFace : SV_IsFrontFace)
 {
-    float3 views[SHADING_VIEW_COUNT];
+    float3 views[MAX_SHADING_VIEWS];
     views[0] = ViewSrg::m_worldPosition.xyz;    // Assume one view for forward pass for now
 
     // ------- Geometry -> Surface -> Lighting -------
@@ -45,7 +45,7 @@ ForwardPassOutput PixelShader(VsOutput IN, bool isFrontFace : SV_IsFrontFace)
 
     real3 color = lightingData.diffuseLighting.rgb + lightingData.emissiveLighting.rgb;
 
-    for(uint i = 0; i < SHADING_VIEW_COUNT; ++i)
+    for(uint i = 0; i < GET_SHADING_VIEW_COUNT; ++i)
         color += lightingData.specularLighting[i];
 
 #if ENABLE_MERGE_FILMIC_TONEMAP

+ 1 - 1
Gems/AtomContent/TestData/Assets/TestData/Materials/Types/AutoBrick_ForwardPass.azsl

@@ -132,7 +132,7 @@ DepthResult GetDepth(Texture2D heightmap, sampler mapSampler, float2 uv, float2
 
 ForwardPassOutput AutoBrick_ForwardPassPS(VSOutput IN)
 {
-    float3 views[SHADING_VIEW_COUNT];
+    float3 views[MAX_SHADING_VIEWS];
     views[0] = ViewSrg::m_worldPosition.xyz;    // Assume one view for forward pass for now
 
     real4x4 objectToWorld = real4x4(GetObjectToWorldMatrix(IN.m_instanceId));

+ 1 - 1
Gems/AtomContent/TestData/Assets/TestData/Materials/Types/MinimalPBR_ForwardPass.azsl

@@ -61,7 +61,7 @@ VSOutput MinimalPBR_MainPassVS(VSInput IN, uint instanceId : SV_InstanceID)
 
 ForwardPassOutput MinimalPBR_MainPassPS(VSOutput IN)
 {
-    float3 views[SHADING_VIEW_COUNT];
+    float3 views[MAX_SHADING_VIEWS];
     views[0] = ViewSrg::m_worldPosition.xyz;    // Assume one view for forward pass for now
 
     real4x4 objectToWorld = real4x4(GetObjectToWorldMatrix(IN.m_instanceId));

+ 1 - 1
Gems/Terrain/Assets/Shaders/Terrain/TerrainPBR_ForwardPass.azsl

@@ -102,7 +102,7 @@ void GatherSurfaceDataFromClipmaps(
 
 ForwardPassOutput TerrainPBR_MainPassPS(VSOutput input)
 {
-    float3 views[SHADING_VIEW_COUNT];
+    float3 views[MAX_SHADING_VIEWS];
     views[0] = ViewSrg::m_worldPosition.xyz;    // Assume one view for forward pass for now
 
     // ------- Surface -------