Selaa lähdekoodia

we're no longer making use of a singular lightbuffer to double up as a baked lighting/ibl channel passed to lights themselves, so save a screens worth of transmission

Azaezel 6 vuotta sitten
vanhempi
commit
b992446fff

+ 7 - 13
Templates/Full/game/core/scripts/client/lighting/advanced/shaders.cs

@@ -73,9 +73,8 @@ new ShaderData( AL_VectorLightShader )
    samplerNames[2] = "$dynamicShadowMap";
    samplerNames[2] = "$dynamicShadowMap";
    samplerNames[3] = "$ssaoMask";
    samplerNames[3] = "$ssaoMask";
    samplerNames[4] = "$gTapRotationTex";
    samplerNames[4] = "$gTapRotationTex";
-   samplerNames[5] = "$lightBuffer";
-   samplerNames[6] = "$colorBuffer";
-   samplerNames[7] = "$matInfoBuffer";  
+   samplerNames[5] = "$colorBuffer";
+   samplerNames[6] = "$matInfoBuffer";  
    pixVersion = 3.0;
    pixVersion = 3.0;
 };
 };
 
 
@@ -87,8 +86,7 @@ new CustomMaterial( AL_VectorLightMaterial )
    sampler["deferredBuffer"] = "#deferred";
    sampler["deferredBuffer"] = "#deferred";
    sampler["shadowMap"] = "$dynamiclight";
    sampler["shadowMap"] = "$dynamiclight";
    sampler["dynamicShadowMap"] = "$dynamicShadowMap";
    sampler["dynamicShadowMap"] = "$dynamicShadowMap";
-   sampler["ssaoMask"] = "#ssaoMask";  
-   sampler["lightBuffer"] = "#specularLighting";
+   sampler["ssaoMask"] = "#ssaoMask";
    sampler["colorBuffer"] = "#color";
    sampler["colorBuffer"] = "#color";
    sampler["matInfoBuffer"] = "#matinfo";
    sampler["matInfoBuffer"] = "#matinfo";
    
    
@@ -150,9 +148,8 @@ new ShaderData( AL_PointLightShader )
    samplerNames[2] = "$dynamicShadowMap";
    samplerNames[2] = "$dynamicShadowMap";
    samplerNames[3] = "$cookieMap";
    samplerNames[3] = "$cookieMap";
    samplerNames[4] = "$gTapRotationTex";
    samplerNames[4] = "$gTapRotationTex";
-   samplerNames[5] = "$lightBuffer";
-   samplerNames[6] = "$colorBuffer";
-   samplerNames[7] = "$matInfoBuffer";
+   samplerNames[5] = "$colorBuffer";
+   samplerNames[6] = "$matInfoBuffer";
    
    
    pixVersion = 3.0;
    pixVersion = 3.0;
 };
 };
@@ -166,7 +163,6 @@ new CustomMaterial( AL_PointLightMaterial )
    sampler["shadowMap"] = "$dynamiclight";
    sampler["shadowMap"] = "$dynamiclight";
    sampler["dynamicShadowMap"] = "$dynamicShadowMap";
    sampler["dynamicShadowMap"] = "$dynamicShadowMap";
    sampler["cookieMap"] = "$dynamiclightmask";
    sampler["cookieMap"] = "$dynamiclightmask";
-   sampler["lightBuffer"] = "#specularLighting";
    sampler["colorBuffer"] = "#color";
    sampler["colorBuffer"] = "#color";
    sampler["matInfoBuffer"] = "#matinfo";
    sampler["matInfoBuffer"] = "#matinfo";
    
    
@@ -189,9 +185,8 @@ new ShaderData( AL_SpotLightShader )
    samplerNames[2] = "$dynamicShadowMap";
    samplerNames[2] = "$dynamicShadowMap";
    samplerNames[3] = "$cookieMap";
    samplerNames[3] = "$cookieMap";
    samplerNames[4] = "$gTapRotationTex";
    samplerNames[4] = "$gTapRotationTex";
-   samplerNames[5] = "$lightBuffer";
-   samplerNames[6] = "$colorBuffer";
-   samplerNames[7] = "$matInfoBuffer";
+   samplerNames[5] = "$colorBuffer";
+   samplerNames[6] = "$matInfoBuffer";
    
    
    pixVersion = 3.0;
    pixVersion = 3.0;
 };
 };
@@ -205,7 +200,6 @@ new CustomMaterial( AL_SpotLightMaterial )
    sampler["shadowMap"] = "$dynamiclight";
    sampler["shadowMap"] = "$dynamiclight";
    sampler["dynamicShadowMap"] = "$dynamicShadowMap";
    sampler["dynamicShadowMap"] = "$dynamicShadowMap";
    sampler["cookieMap"] = "$dynamiclightmask";
    sampler["cookieMap"] = "$dynamiclightmask";
-   sampler["lightBuffer"] = "#specularLighting";
    sampler["colorBuffer"] = "#color";
    sampler["colorBuffer"] = "#color";
    sampler["matInfoBuffer"] = "#matinfo";
    sampler["matInfoBuffer"] = "#matinfo";
    
    

+ 0 - 1
Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

@@ -39,7 +39,6 @@ TORQUE_UNIFORM_SAMPLER2D(ssaoMask, 3);
 uniform float4 rtParams3;
 uniform float4 rtParams3;
 #endif
 #endif
 
 
-TORQUE_UNIFORM_SAMPLER2D(lightBuffer, 5);
 TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6);
 TORQUE_UNIFORM_SAMPLER2D(colorBuffer, 6);
 TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7);
 TORQUE_UNIFORM_SAMPLER2D(matInfoBuffer, 7);