Areloch
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2f68fdae5e
Merge branch 'Preview4_0_w_translucencyWIP' of https://github.com/Azaezel/Torque3D into Preview4_0_w_translucencyWIP
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Areloch
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ebe2c2dead
Add vector light support to forward materials.
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AzaezelX
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b6c28638b0
crashfix: we don't actually need the texture coordinates for forward lit surface creation. at that point, the rest of the shader features have already filled out the info being looked up from the gbuffer for deferred. (was triggering errors with float2 vs float3 coord entries for terrain)
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AzaezelX
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bc77ff0833
Revert "Updated SDL, Bullet and OpenAL soft libs"
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AzaezelX
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63be684474
Merge branch 'Preview4_0' into alpha40translucency2
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AzaezelX
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3cf332e514
logic cleanup. discount doubleups on normal generation if we've already got one calculated on out.
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Areloch
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f8750dd8ed
Updated SDL, Bullet and OpenAL soft libs
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AzaezelX
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1ec9177557
augment ShaderFeatureHLSL::getSurface pixel shader feature with a fallback for missing normalmaps (really should correct this one vertex frag side)
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AzaezelX
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e51726aac6
albedo/diffuse color designators to curColor for clarity there (includes the case of color*albedo, so that was a misnomer)
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AzaezelX
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2a5ab66718
unused var cleanups
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Areloch
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e87dc787ee
Corrected probe init'ing so they don't fight for the cubemap idx order
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AzaezelX
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4d714091b7
missed a few conversions
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AzaezelX
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01f6938746
nomenclature shift for clarity: bunch of stuff tagged as probe that refferenced things properly tied conceptually to the reflection refrence box.
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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af77444ec9
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
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%!s(int64=6) %!d(string=hai) anos |
AzaezelX
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57ee1882fa
strip out unused pixspecular to cut down on sources of confusion
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AzaezelX
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80c9f35ee1
go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet
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AzaezelX
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98a3ff604a
nonbreaking 'specularcolor' to 'pbrConfig' var conversion. (TODO: specularMap entries)
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%!s(int64=6) %!d(string=hai) anos |
AzaezelX
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d519479562
shifted forward lit probe lighting to pre-rt lighting in keeping with the deferred methodologies. in diong so, also needed to add a vertex feature for in/out tangent space normals detection. also in keeping with the fact we sample the deferred albedo result-buffer, fed the createForwardSurface the output target so that can take color multiplication et al instead of just raw albedo
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AzaezelX
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26b3ecff4c
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Areloch/Torque3D into PBR_ProbeArrayGLWIP
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Areloch
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6db975e81c
random testing bits trying to isolate remaining forward issues.
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AzaezelX
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d2a01ece03
gl conversionwork - forward lit variant. do note, crashs with
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AzaezelX
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9597014bc2
resource count and type sync with the computeForwardProbes call-insertion for shadergen. probly going to need to cook up a cubearray type
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AzaezelX
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7108c8cc64
use the right recreation when lacking a composite map (still need to do up matinfo flags)
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AzaezelX
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d2ed2555c9
typofix+ *add* computeForwardProbes to replicate the stateblock used in deferred
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AzaezelX
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8118f42411
leverage the macros for a bit more legibility
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AzaezelX
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ed385ff342
conform some of the "specularColor" entries (TODO: matinfo flags, like emissive/glow ect)
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AzaezelX
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68f47d6041
defaults for diffusecolor, specularcolor (reminder todo: shift that to composite) and normal for createForwardSurface
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%!s(int64=6) %!d(string=hai) anos |
Areloch
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c025760422
Majority of forward work. Some state/register count issues and further testing required.
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Areloch
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afb5a589c3
Cleanup/consolidation of shader logic. moved the common methods over to lighting.hlsl
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Azaezel
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518bcaaabf
from @rextimmy: shifts sybox rendering to last (kils a bit of overdraw)
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