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@@ -2270,45 +2270,15 @@ void RTLightingFeatHLSL::processPix( Vector<ShaderComponent*> &componentList,
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}
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Var *smoothness = (Var*)LangElement::find("smoothness");
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- /*if (!fd.features[MFT_SpecularMap])
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- {
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- if (!smoothness)
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- {
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- smoothness = new Var("smoothness", "float");
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- smoothness->uniform = true;
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- smoothness->constSortPos = cspPotentialPrimitive;
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- }
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- }*/
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Var *metalness = (Var*)LangElement::find("metalness");
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- /*if (!fd.features[MFT_SpecularMap])
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- {
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- if (!metalness)
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- {
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- metalness = new Var("metalness", "float");
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- metalness->uniform = true;
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- metalness->constSortPos = cspPotentialPrimitive;
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- }
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- }*/
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Var *albedo = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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Var *ambient = new Var( "ambient", "float4" );
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ambient->uniform = true;
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ambient->constSortPos = cspPass;
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-
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- // Calculate the diffuse shading and specular powers.
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- /*meta->addStatement( new GenOp( " compute4Lights( @, @, @, @,\r\n"
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- " @, @, @, @, @, @, @, @, @,\r\n"
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- " @, @ );\r\n",
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- wsView, wsPosition, wsNormal, lightMask,
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- inLightPos, inLightConfigData, inLightColor, inLightSpotDir, inLightSpotAngle, lightSpotFalloff, smoothness, metalness, albedo,
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- rtShading, specular ) );
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-
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- // Apply the lighting to the diffuse color.
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- LangElement *lighting = new GenOp( "float4( @.rgb + @.rgb, 1 )", rtShading, ambient );
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- meta->addStatement( new GenOp( " @;\r\n", assignColor( lighting, Material::Mul ) ) );*/
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-
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+
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Var* lighting = new Var("lighting", "float4");
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meta->addStatement(new GenOp(" @ = compute4Lights( @, @, @, @,\r\n"
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" @, @, @);\r\n",
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@@ -3140,10 +3110,6 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Con::errorf("ShaderGen::ReflectionProbeFeatHLSL() - failed to generate surface!");
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return;
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}
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-
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- Var *inTex = getInTexCoord("texCoord", "float2", componentList);
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- if (!inTex)
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- return;
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Var *diffuseColor = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
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@@ -3152,9 +3118,6 @@ void ReflectionProbeFeatHLSL::processPix(Vector<ShaderComponent*> &componentList
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Var* smoothness = (Var*)LangElement::find("smoothness");
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Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
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- Var* worldToTangent = getInWorldToTangent(componentList);
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-
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- Var* wsNormal = (Var*)LangElement::find("wsNormal");
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//Reflection vec
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String computeForwardProbes = String::String(" @.rgb = computeForwardProbes(@,@,@,@,@,@,@,@,@,\r\n\t\t");
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