Kaynağa Gözat

Merge pull request #1223 from Azaezel/detailNormalOrderOfOperations

DeferredBumpFeat order of operations corrections
Luis Anton Rebollo 10 yıl önce
ebeveyn
işleme
825912e800

+ 3 - 3
Engine/source/lighting/advanced/glsl/advancedLightingFeaturesGLSL.cpp

@@ -225,10 +225,10 @@ void DeferredBumpFeatGLSL::processVert(   Vector<ShaderComponent*> &componentLis
       // We need the view to tangent space transform in the pixel shader.
       // We need the view to tangent space transform in the pixel shader.
       getOutViewToTangent( componentList, meta, fd );
       getOutViewToTangent( componentList, meta, fd );
 
 
+      const bool useTexAnim = fd.features[MFT_TexAnim];
       // Make sure there are texcoords
       // Make sure there are texcoords
       if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
       if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
       {
       {
-         const bool useTexAnim = fd.features[MFT_TexAnim];
 
 
          getOutTexCoord(   "texCoord", 
          getOutTexCoord(   "texCoord", 
                            "vec2", 
                            "vec2", 
@@ -236,12 +236,12 @@ void DeferredBumpFeatGLSL::processVert(   Vector<ShaderComponent*> &componentLis
                            useTexAnim, 
                            useTexAnim, 
                            meta, 
                            meta, 
                            componentList );
                            componentList );
+      }
 
 
-         if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
+      if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
             addOutDetailTexCoord( componentList, 
             addOutDetailTexCoord( componentList, 
                                   meta,
                                   meta,
                                   useTexAnim );
                                   useTexAnim );
-      }
 
 
       output = meta;
       output = meta;
    }
    }

+ 3 - 3
Engine/source/lighting/advanced/hlsl/advancedLightingFeaturesHLSL.cpp

@@ -225,10 +225,10 @@ void DeferredBumpFeatHLSL::processVert(   Vector<ShaderComponent*> &componentLis
       // We need the view to tangent space transform in the pixel shader.
       // We need the view to tangent space transform in the pixel shader.
       getOutViewToTangent( componentList, meta, fd );
       getOutViewToTangent( componentList, meta, fd );
 
 
+      const bool useTexAnim = fd.features[MFT_TexAnim];
       // Make sure there are texcoords
       // Make sure there are texcoords
       if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
       if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
       {
       {
-         const bool useTexAnim = fd.features[MFT_TexAnim];
 
 
          getOutTexCoord(   "texCoord", 
          getOutTexCoord(   "texCoord", 
                            "float2", 
                            "float2", 
@@ -236,12 +236,12 @@ void DeferredBumpFeatHLSL::processVert(   Vector<ShaderComponent*> &componentLis
                            useTexAnim, 
                            useTexAnim, 
                            meta, 
                            meta, 
                            componentList );
                            componentList );
+      }
 
 
-         if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
+      if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
             addOutDetailTexCoord( componentList, 
             addOutDetailTexCoord( componentList, 
                                   meta,
                                   meta,
                                   useTexAnim );
                                   useTexAnim );
-      }
 
 
       output = meta;
       output = meta;
    }
    }