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orderfix for RTLightingFeatHLSL vert vs pixel shader. the order needs to match, same as network comunicating

AzaezelX 4 年之前
父節點
當前提交
661a192e87
共有 1 個文件被更改,包括 2 次插入5 次删除
  1. 2 5
      Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp

+ 2 - 5
Engine/source/shaderGen/HLSL/shaderFeatureHLSL.cpp

@@ -879,12 +879,10 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
       meta->addStatement(new GenOp("  @;\r\n\n", new DecOp(normal)));
       meta->addStatement(new GenOp("  @;\r\n\n", new DecOp(normal)));
 
 
       Var* wsNormal = (Var*)LangElement::find("wsNormal");
       Var* wsNormal = (Var*)LangElement::find("wsNormal");
-
       if (!fd.features[MFT_NormalMap])
       if (!fd.features[MFT_NormalMap])
       {
       {
          if (!wsNormal)
          if (!wsNormal)
             wsNormal = getInWorldNormal(componentList);
             wsNormal = getInWorldNormal(componentList);
-
          meta->addStatement(new GenOp("  @ = normalize( @ );\r\n\n", normal, wsNormal));
          meta->addStatement(new GenOp("  @ = normalize( @ );\r\n\n", normal, wsNormal));
       }
       }
       else
       else
@@ -2227,10 +2225,9 @@ void RTLightingFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList,
    MultiLine *meta = new MultiLine;
    MultiLine *meta = new MultiLine;
 
 
    // Now the wsPosition and wsView.
    // Now the wsPosition and wsView.
-   Var* worldToTangent = getInWorldToTangent(componentList);
-   Var* wsNormal = getInWorldNormal(componentList);
    Var *wsPosition = getInWsPosition( componentList );
    Var *wsPosition = getInWsPosition( componentList );
-   
+   Var* worldToTangent = getInWorldToTangent(componentList);
+   Var* wsNormal = getInWorldNormal(componentList);   
    Var *wsView = getWsView( wsPosition, meta );
    Var *wsView = getWsView( wsPosition, meta );
    
    
    // Look for a light mask generated from a previous
    // Look for a light mask generated from a previous