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@@ -347,6 +347,8 @@ void TerrainBaseMapFeatGLSL::processPix( Vector<ShaderComponent*> &componentLis
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meta->addStatement(new GenOp(" @ = float4(1.0f/255.0f, 1.0, 1.0, 0.0);\r\n", ormConfig));
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output = meta;
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+
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+ Var* viewToTangent = getInViewToTangent(componentList);
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}
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ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
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@@ -542,6 +544,9 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// Get the detail id.
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Var *detailInfo = _getDetailIdStrengthParallax();
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+ // This is done here to make sure the macro arrays are the correct size
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+ Var* macroInfo = _getMacroIdStrengthParallax();
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+
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// Create the detail blend var.
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Var *detailBlend = new Var;
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detailBlend->setType( "float" );
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@@ -1319,6 +1324,7 @@ void TerrainHeightMapBlendGLSL::processPix(Vector<ShaderComponent*>& componentLi
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{
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for (S32 idx = 0; idx < detailCount; ++idx)
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{
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+ Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", idx));
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Var* detailH = (Var*)LangElement::find(String::ToString("detailH%d", idx));
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Var* blendHardness = (Var*)LangElement::find(String::ToString("blendHardness%d", idx));
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if (!blendHardness)
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