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@@ -216,40 +216,39 @@ void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
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void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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const MaterialFeatureData &fd )
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{
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- if( fd.features[MFT_PrePassConditioner] )
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+ if (fd.features[MFT_PrePassConditioner])
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{
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// There is an output conditioner active, so we need to supply a transform
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// to the pixel shader.
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MultiLine *meta = new MultiLine;
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// We need the view to tangent space transform in the pixel shader.
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- getOutViewToTangent( componentList, meta, fd );
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+ getOutViewToTangent(componentList, meta, fd);
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+ const bool useTexAnim = fd.features[MFT_TexAnim];
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// Make sure there are texcoords
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- if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap] )
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+ if (!fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap])
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{
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- const bool useTexAnim = fd.features[MFT_TexAnim];
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-
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- getOutTexCoord( "texCoord",
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- "vec2",
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- true,
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- useTexAnim,
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- meta,
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- componentList );
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-
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- if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
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- addOutDetailTexCoord( componentList,
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- meta,
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- useTexAnim );
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+
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+ getOutTexCoord("texCoord",
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+ "float2",
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+ true,
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+ useTexAnim,
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+ meta,
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+ componentList);
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}
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+ if (fd.features.hasFeature(MFT_DetailNormalMap))
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+ addOutDetailTexCoord(componentList,
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+ meta,
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+ useTexAnim);
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output = meta;
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}
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- else if ( fd.materialFeatures[MFT_NormalsOut] ||
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- fd.features[MFT_ForwardShading] ||
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- !fd.features[MFT_RTLighting] )
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+ else if (fd.materialFeatures[MFT_NormalsOut] ||
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+ fd.features[MFT_ForwardShading] ||
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+ !fd.features[MFT_RTLighting])
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{
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- Parent::processVert( componentList, fd );
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+ Parent::processVert(componentList, fd);
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return;
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}
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else
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