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added the additional colorbuffer entry to the probe projection shader so we get output. TODO: leverage the new CreateSurface methodologies to match with the skylight

Azaezel 7 年之前
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共有 1 个文件被更改,包括 4 次插入3 次删除
  1. 4 3
      Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeP.hlsl

+ 4 - 3
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeP.hlsl

@@ -15,9 +15,10 @@ struct ConvexConnectP
 
 TORQUE_UNIFORM_SAMPLER2D(deferredBuffer, 0);
 TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 1);
-TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 2);
-TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 3);
-TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 4);
+TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 2);
+TORQUE_UNIFORM_SAMPLERCUBE(cubeMap, 3);
+TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemap, 4);
+TORQUE_UNIFORM_SAMPLER2D(BRDFTexture, 5);
 uniform float cubeMips;
 
 uniform float4 rtParams0;