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Merge pull request #631 from Azaezel/alpha40/spotlightSpotting

adress gl spotlights disapearing for deferred
Brian Roberts 3 years ago
parent
commit
0f4cf446a3

+ 1 - 1
Engine/source/lighting/shadowMap/lightShadowMap.cpp

@@ -470,7 +470,6 @@ void LightingShaderConstants::init(GFXShader* shader)
    }
 
    mLightParamsSC = shader->getShaderConstHandle("$lightParams");
-   mLightSpotParamsSC = shader->getShaderConstHandle("$lightSpotParams");
 
    // NOTE: These are the shader constants used for doing lighting 
    // during the forward pass.  Do not confuse these for the deferred
@@ -480,6 +479,7 @@ void LightingShaderConstants::init(GFXShader* shader)
    mLightAmbientSC = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
    mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
    mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
+   mLightSpotParamsSC = shader->getShaderConstHandle(ShaderGenVars::lightSpotParams);
 
    mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
    mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);

+ 1 - 1
Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp

@@ -2189,7 +2189,7 @@ void RTLightingFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList,
    inLightSpotDir->arraySize = 4;
    inLightSpotDir->constSortPos = cspPotentialPrimitive;
 
-   Var * lightSpotParams = new Var( "lightSpotParams", "vec2" );
+   Var * lightSpotParams = new Var( "inlightSpotParams", "vec2" );
    lightSpotParams->uniform = true;
    lightSpotParams->arraySize = 4;
    lightSpotParams->constSortPos = cspPotentialPrimitive;

+ 1 - 1
Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp

@@ -2262,7 +2262,7 @@ void RTLightingFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList,
    inLightSpotDir->arraySize = 4;
    inLightSpotDir->constSortPos = cspPotentialPrimitive;
 
-   Var * lightSpotParams = new Var( "lightSpotParams", "float2" );
+   Var * lightSpotParams = new Var( "inlightSpotParams", "float2" );
    lightSpotParams->uniform = true;
    lightSpotParams->arraySize = 4;
    lightSpotParams->constSortPos = cspPotentialPrimitive;

+ 1 - 1
Engine/source/shaderGen/shaderGenVars.cpp

@@ -66,7 +66,7 @@ const String ShaderGenVars::lightDiffuse("$inLightColor");
 const String ShaderGenVars::lightAmbient("$ambient");
 const String ShaderGenVars::lightConfigData("$inLightConfigData");
 const String ShaderGenVars::lightSpotDir("$inLightSpotDir");
-const String ShaderGenVars::lightSpotParams("$lightSpotParams");
+const String ShaderGenVars::lightSpotParams("$inlightSpotParams");
 
 const String ShaderGenVars::hasVectorLight("$hasVectorLight");
 const String ShaderGenVars::vectorLightDirection("$vectorLightDirection");