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@@ -36,7 +36,7 @@ new GFXStateBlockData( AL_VectorLightState )
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samplersDefined = true;
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samplerStates[0] = SamplerClampPoint; // G-buffer
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- mSamplerNames[0] = "prePassBuffer";
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+ mSamplerNames[0] = "deferredBuffer";
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samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
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mSamplerNames[1] = "shadowMap";
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samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
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@@ -66,7 +66,7 @@ new ShaderData( AL_VectorLightShader )
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/farFrustumQuadV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/vectorLightP.glsl";
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- samplerNames[0] = "$prePassBuffer";
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+ samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$shadowMap";
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samplerNames[2] = "$dynamicShadowMap";
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samplerNames[3] = "$ssaoMask";
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@@ -82,7 +82,7 @@ new CustomMaterial( AL_VectorLightMaterial )
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shader = AL_VectorLightShader;
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stateBlock = AL_VectorLightState;
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- sampler["prePassBuffer"] = "#prepass";
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+ sampler["deferredBuffer"] = "#deferred";
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sampler["shadowMap"] = "$dynamiclight";
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sampler["dynamicShadowMap"] = "$dynamicShadowMap";
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sampler["ssaoMask"] = "#ssaoMask";
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@@ -113,7 +113,7 @@ new GFXStateBlockData( AL_ConvexLightState )
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samplersDefined = true;
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samplerStates[0] = SamplerClampPoint; // G-buffer
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- mSamplerNames[0] = "prePassBuffer";
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+ mSamplerNames[0] = "deferredBuffer";
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samplerStates[1] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
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mSamplerNames[1] = "shadowMap";
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samplerStates[2] = SamplerClampPoint; // Shadow Map (Do not use linear, these are perspective projections)
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@@ -142,7 +142,7 @@ new ShaderData( AL_PointLightShader )
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/pointLightP.glsl";
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- samplerNames[0] = "$prePassBuffer";
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+ samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$shadowMap";
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samplerNames[2] = "$dynamicShadowMap";
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samplerNames[3] = "$cookieMap";
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@@ -159,7 +159,7 @@ new CustomMaterial( AL_PointLightMaterial )
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shader = AL_PointLightShader;
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stateBlock = AL_ConvexLightState;
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- sampler["prePassBuffer"] = "#prepass";
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+ sampler["deferredBuffer"] = "#deferred";
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sampler["shadowMap"] = "$dynamiclight";
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sampler["dynamicShadowMap"] = "$dynamicShadowMap";
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sampler["cookieMap"] = "$dynamiclightmask";
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@@ -181,7 +181,7 @@ new ShaderData( AL_SpotLightShader )
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/spotLightP.glsl";
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- samplerNames[0] = "$prePassBuffer";
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+ samplerNames[0] = "$deferredBuffer";
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samplerNames[1] = "$shadowMap";
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samplerNames[2] = "$dynamicShadowMap";
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samplerNames[3] = "$cookieMap";
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@@ -198,7 +198,7 @@ new CustomMaterial( AL_SpotLightMaterial )
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shader = AL_SpotLightShader;
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stateBlock = AL_ConvexLightState;
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- sampler["prePassBuffer"] = "#prepass";
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+ sampler["deferredBuffer"] = "#deferred";
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sampler["shadowMap"] = "$dynamiclight";
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sampler["dynamicShadowMap"] = "$dynamicShadowMap";
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sampler["cookieMap"] = "$dynamiclightmask";
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@@ -211,9 +211,9 @@ new CustomMaterial( AL_SpotLightMaterial )
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pixVersion = 3.0;
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};
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-/// This material is used for generating prepass
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+/// This material is used for generating deferred
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/// materials for objects that do not have materials.
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-new Material( AL_DefaultPrePassMaterial )
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+new Material( AL_DefaultDeferredMaterial )
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{
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// We need something in the first pass else it
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// won't create a proper material instance.
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@@ -258,7 +258,7 @@ new ShaderData( AL_ParticlePointLightShader )
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OGLVertexShaderFile = "shaders/common/lighting/advanced/gl/convexGeometryV.glsl";
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OGLPixelShaderFile = "shaders/common/lighting/advanced/gl/pointLightP.glsl";
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- samplerNames[0] = "$prePassBuffer";
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+ samplerNames[0] = "$deferredBuffer";
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pixVersion = 3.0;
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};
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@@ -268,7 +268,7 @@ new CustomMaterial( AL_ParticlePointLightMaterial )
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shader = AL_ParticlePointLightShader;
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stateBlock = AL_ConvexLightState;
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- sampler["prePassBuffer"] = "#prepass";
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+ sampler["deferredBuffer"] = "#deferred";
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target = "lightinfo";
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pixVersion = 3.0;
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