Procházet zdrojové kódy

fixing various shader compile warnings and errors

Signed-off-by: Guthrie Adams <[email protected]>
Signed-off-by: ANT/guthadam <[email protected]>
Guthrie Adams před 1 rokem
rodič
revize
af2f26cc26

+ 2 - 2
AutomatedTesting/Materials/UVs.azsl

@@ -10,7 +10,7 @@
 #include <viewsrg.srgi>
 #include <viewsrg.srgi>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/Features/PBR/DefaultObjectSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
 #include <Atom/RPI/ShaderResourceGroups/DefaultDrawSrg.azsli>
-#include <Atom/Features/PBR/ForwardPassSrg.azsli>
+#include <Atom/Features/Pipeline/Forward/ForwardPassSrg.azsli>
 
 
 struct VertexInput
 struct VertexInput
 {
 {
@@ -47,4 +47,4 @@ PixelOutput MainPS(VertexOutput input)
     output.m_color = float4(input.m_uv, 0, 1);
     output.m_color = float4(input.m_uv, 0, 1);
 
 
     return output;
     return output;
-}
+}

+ 2 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Materials/MaterialFunctions/MultilayerParallaxDepth.azsli

@@ -54,7 +54,7 @@
 {
 {
     // Dummy variables to call the above function
     // Dummy variables to call the above function
     float depthCS = 1.0;
     float depthCS = 1.0;
-    bool isClipped;
-    
+    bool isClipped = false;
+
     MultilayerSetPixelDepth(vertexBlendMask, positionWS, normal, tangents, bitangents, uvs, isFrontFace, objectToWorld, depthNDC, depthCS, isClipped);
     MultilayerSetPixelDepth(vertexBlendMask, positionWS, normal, tangents, bitangents, uvs, isFrontFace, objectToWorld, depthNDC, depthCS, isClipped);
 }
 }

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Materials/MaterialFunctions/ParallaxDepth.azsli

@@ -52,7 +52,7 @@
 {
 {
     // Dummy variables to call the above function
     // Dummy variables to call the above function
     real depthCS = 1.0;
     real depthCS = 1.0;
-    bool isClipped;
+    bool isClipped = false;
     
     
     SetPixelDepth(positionWS, normal, tangents, bitangents, uvs, isFrontFace, objectToWorld, depthNDC, depthCS, isClipped);
     SetPixelDepth(positionWS, normal, tangents, bitangents, uvs, isFrontFace, objectToWorld, depthNDC, depthCS, isClipped);
 }
 }

+ 3 - 2
Gems/Atom/Feature/Common/Assets/Shaders/Materials/MaterialInputs/ParallaxInput.azsli

@@ -29,6 +29,8 @@ void GetParallaxInput(real3 normal, real3 tangent, real3 bitangent, real heightm
                       real4x4 objectWorldMatrix, real3x3 uvMatrix, real3x3 uvMatrixInverse,
                       real4x4 objectWorldMatrix, real3x3 uvMatrix, real3x3 uvMatrixInverse,
                       inout float2 uv, inout float3 worldPosition, inout float depthNDC, inout float depthCS, out bool isClipped)
                       inout float2 uv, inout float3 worldPosition, inout float depthNDC, inout float depthCS, out bool isClipped)
 {
 {
+    isClipped = false;
+
     if(o_parallax_feature_enabled)
     if(o_parallax_feature_enabled)
     {
     {
         real3 dirToCamera;
         real3 dirToCamera;
@@ -72,7 +74,6 @@ void GetParallaxInput(real3 normal, real3 tangent, real3 bitangent, real heightm
 
 
             worldPosition = pdo.m_worldPosition;
             worldPosition = pdo.m_worldPosition;
         }
         }
-        
     }
     }
 }
 }
 
 
@@ -80,7 +81,7 @@ void GetParallaxInput(real3 normal, real3 tangent, real3 bitangent, real heightm
                       real4x4 objectWorldMatrix, real3x3 uvMatrix, real3x3 uvMatrixInverse,
                       real4x4 objectWorldMatrix, real3x3 uvMatrix, real3x3 uvMatrixInverse,
                       inout real2 uv, inout real3 worldPosition, inout float depthNDC, inout float depthCS)
                       inout real2 uv, inout real3 worldPosition, inout float depthNDC, inout float depthCS)
 {
 {
-    bool isClipped;
+    bool isClipped = false;
     GetParallaxInput(normal, tangent, bitangent, heightmapScale, heightmapOffset, objectWorldMatrix, uvMatrix, uvMatrixInverse, uv, worldPosition, depthNDC, depthCS, isClipped);
     GetParallaxInput(normal, tangent, bitangent, heightmapScale, heightmapOffset, objectWorldMatrix, uvMatrix, uvMatrixInverse, uv, worldPosition, depthNDC, depthCS, isClipped);
 }
 }
 
 

+ 1 - 1
Gems/Atom/Feature/Common/Assets/Shaders/Reflections/ReflectionScreenSpaceDownsampleDepthLinear.azsl

@@ -145,4 +145,4 @@ PSOutput MainPS(VSOutput IN)
     PSOutput OUT;
     PSOutput OUT;
     OUT.m_result = float2(minDepth, sigma);
     OUT.m_result = float2(minDepth, sigma);
     return OUT;
     return OUT;
-}
+}