Browse Source

Merge pull request #613 from Azaezel/kermithelpme

followups to #582
Brian Roberts 3 years ago
parent
commit
fe3edb8ccf

+ 1 - 0
Engine/source/gfx/gl/gfxGLShader.cpp

@@ -562,6 +562,7 @@ void GFXGLShader::initConstantDescs()
 
    if(!maxNameLength)
       return;
+   maxNameLength++;
 
    FrameTemp<GLchar> uniformName(maxNameLength);
    

+ 1 - 3
Engine/source/lighting/shadowMap/shadowMatHook.cpp

@@ -186,10 +186,8 @@ void ShadowMaterialHook::_overrideFeatures(  ProcessedMaterial *mat,
          type == MFT_TexAnim ||
          type == MFT_DiffuseMap ||
          type == MFT_IsTranslucent ||
-         type == MFT_Visibility ||
          type == MFT_UseInstancing ||
-         type == MFT_EyeSpaceDepthOut ||
-         type == MFT_DeferredConditioner)
+         type == MFT_EyeSpaceDepthOut)
             newFeatures.addFeature(type);
       else if (type.getGroup() == MFG_PreTransform ||
             type.getGroup() == MFG_Transform ||

+ 1 - 1
Engine/source/postFx/postEffectManager.cpp

@@ -141,7 +141,7 @@ GFXTextureObject* PostEffectManager::getBackBufferTex()
 
       mBackBufferCopyTex.set( targetSize.x, targetSize.y, 
                               targetFormat, 
-                              &PostFxTargetProfile, "mBackBufferCopyTex" );
+                              &PostFxTextureSRGBProfile, "mBackBufferCopyTex" );
 
       target->resolveTo( mBackBufferCopyTex );
       mLastBackBufferTarget = target;

+ 39 - 41
Engine/source/shaderGen/GLSL/shaderFeatureGLSL.cpp

@@ -474,25 +474,11 @@ Var* ShaderFeatureGLSL::getInVpos(  MultiLine *meta,
       return inVpos;
 
    ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
-   /*
-   if ( GFX->getPixelShaderVersion() >= 3.0f )
-   {
-      inVpos = connectComp->getElement( RT_VPOS );
-      inVpos->setName( "vpos" );
-      inVpos->setStructName( "IN" );
-      inVpos->setType( "vec2" );
-      return inVpos;
-   }
-   */
    inVpos = connectComp->getElement( RT_TEXCOORD );
    inVpos->setName( "inVpos" );
    inVpos->setStructName( "IN" );
    inVpos->setType( "vec4" );
-
-   Var *vpos = new Var( "vpos", "vec2" );
-   meta->addStatement( new GenOp( "   @ = @.xy / @.w;\r\n", new DecOp( vpos ), inVpos, inVpos ) );
-
-   return vpos;
+   return inVpos;
 }
 
 Var* ShaderFeatureGLSL::getInWorldToTangent( Vector<ShaderComponent*> &componentList )
@@ -779,6 +765,21 @@ Var* ShaderFeatureGLSL::getWsView( Var *wsPosition, MultiLine *meta )
    return wsView;
 }
 
+Var* ShaderFeatureGLSL::getInWorldNormal(Vector<ShaderComponent*>& componentList)
+{
+   Var* wsNormal = (Var*)LangElement::find("wsNormal");
+   if (!wsNormal)
+   {
+      ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
+      wsNormal = connectComp->getElement(RT_TEXCOORD);
+      wsNormal->setName("wsNormal");
+      wsNormal->setStructName("IN");
+      wsNormal->setType("float3");
+   }
+
+   return wsNormal;
+}
+
 Var* ShaderFeatureGLSL::addOutDetailTexCoord(   Vector<ShaderComponent*> &componentList, 
 															MultiLine *meta,
 															bool useTexAnim,
@@ -865,21 +866,23 @@ Var* ShaderFeatureGLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
       meta->addStatement(new GenOp("   @ = vec4(0.0,1.0,@,@);\r\n", colorDecl, roughness, metalness)); //reconstruct ormConfig, no ao darkening
    }
 
-   Var* wsNormal = (Var*)LangElement::find("wsNormal");
    Var* normal = (Var*)LangElement::find("normal");
    if (!normal)
    {
       normal = new Var("normal", "vec3");
       meta->addStatement(new GenOp("  @;\r\n\n", new DecOp(normal)));
+
+      Var* wsNormal = (Var*)LangElement::find("wsNormal");
       if (!fd.features[MFT_NormalMap])
       {
-         Var* worldToTangent = getInWorldToTangent(componentList);
-         meta->addStatement(new GenOp("  @ = normalize(tMul(@,vec3(0,0,1.0f)));\r\n\n", normal, worldToTangent));
+         if (!wsNormal)
+            wsNormal = getInWorldNormal(componentList);
+         meta->addStatement(new GenOp("  @ = normalize( @ );\r\n\n", normal, wsNormal));
       }
       else
       {
-         meta->addStatement(new GenOp("   @ = normalize( half3( @ ) );\r\n", normal, wsNormal));
-      }      
+         meta->addStatement(new GenOp("   @ = normalize(  @ );\r\n", normal, wsNormal));
+      }
    }
 
    Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
@@ -1979,6 +1982,7 @@ void ReflectCubeFeatGLSL::processPix(  Vector<ShaderComponent*> &componentList,
          Var *envColor = new Var("envColor", "vec3");
          meta->addStatement(new GenOp("   @ = @.rgb - (@.rgb * @);\r\n", new DecOp(dColor), targ, targ, metalness));
          meta->addStatement(new GenOp("   @ = @.rgb*(@).rgb;\r\n", new DecOp(envColor), targ, texCube));
+         meta->addStatement(new GenOp("   @.rgb = @+@;\r\n", targ, dColor, envColor));
       }
       else if (lerpVal)
          meta->addStatement(new GenOp("   @ *= vec4(@.rgb*@.a, @.a);\r\n", targ, texCube, lerpVal, targ));
@@ -2067,7 +2071,6 @@ RTLightingFeatGLSL::RTLightingFeatGLSL()
 void RTLightingFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                        const MaterialFeatureData &fd )
 {
-   if (fd.features[MFT_ImposterVert]) return;
 	MultiLine *meta = new MultiLine;
 	
 	ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
@@ -2104,12 +2107,15 @@ void RTLightingFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList,
 		
       return;
    }
-		
+	
+   addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
+   getOutWorldToTangent(componentList, meta, fd);
+   
+   output = meta;
+   
    // Find the incoming vertex normal.
    Var *inNormal = (Var*)LangElement::find( "normal" );   
-	
-   // Skip out on realtime lighting if we don't have a normal
-   // or we're doing some sort of baked lighting.
+
    if (  !inNormal || 
          fd.features[MFT_LightMap] || 
          fd.features[MFT_ToneMap] || 
@@ -2118,8 +2124,7 @@ void RTLightingFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList,
 	
    // If there isn't a normal map then we need to pass
    // the world space normal to the pixel shader ourselves.
-   //Temporarily disabled while we figure out how to better handle normals without a normal map
-   /*if ( !fd.features[MFT_NormalMap] )
+   if ( !fd.features[MFT_NormalMap] )
    {
       Var *outNormal = connectComp->getElement( RT_TEXCOORD );
       outNormal->setName( "wsNormal" );
@@ -2131,13 +2136,8 @@ void RTLightingFeatGLSL::processVert(  Vector<ShaderComponent*> &componentList,
    
       // Transform the normal to world space.
       meta->addStatement( new GenOp( "   @ = tMul( @, vec4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
-   }*/
-
-	addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
+   }
 
-   getOutWorldToTangent(componentList, meta, fd);
-	
-   output = meta;
 }
 
 void RTLightingFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList, 
@@ -2158,14 +2158,10 @@ void RTLightingFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList,
 
 	// Now the wsPosition and wsView.
    Var *wsPosition = getInWsPosition( componentList );
+   Var* worldToTangent = getInWorldToTangent(componentList);
+   Var* wsNormal = getInWorldNormal(componentList);
    Var *wsView = getWsView( wsPosition, meta );
 
-   // Create temporaries to hold results of lighting.
-   Var *rtShading = new Var( "rtShading", "vec4" );
-   Var *specular = new Var( "specular", "vec4" );
-   meta->addStatement( new GenOp( "   @; @;\r\n", 
-      new DecOp( rtShading ), new DecOp( specular ) ) );   
-
    // Look for a light mask generated from a previous
    // feature (this is done for BL terrain lightmaps).
    LangElement *lightMask = LangElement::find( "lightMask" );
@@ -2473,7 +2469,7 @@ void VisibilityFeatGLSL::processPix(   Vector<ShaderComponent*> &componentList,
 
    // Everything else does a fizzle.
    Var *vPos = getInVpos( meta, componentList );
-   meta->addStatement( new GenOp( "   fizzle( @, @ );\r\n", vPos, visibility ) );
+   meta->addStatement( new GenOp( "   fizzle( @.xy, @ );\r\n", vPos, visibility ) );
 }
 
 ShaderFeature::Resources VisibilityFeatGLSL::getResources( const MaterialFeatureData &fd )
@@ -2616,7 +2612,7 @@ void FoliageFeatureGLSL::processVert( Vector<ShaderComponent*> &componentList,
    tangent->setType( "vec3" );
    tangent->setName( "T" );
    LangElement *tangentDec = new DecOp( tangent );
-   meta->addStatement( new GenOp( "   @;\n", tangentDec ) );         
+   meta->addStatement( new GenOp( "   @ = vec3(1.0,0,0);\n", tangentDec ) );         
 	
 	// We add a float foliageFade to the OUT structure.
    ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
@@ -2978,6 +2974,8 @@ void ReflectionProbeFeatGLSL::processPix(Vector<ShaderComponent*>& componentList
 
    // Now the wsPosition and wsView.
    Var *wsPosition = getInWsPosition(componentList);
+   Var *worldToTangent = getInWorldToTangent(componentList);
+   Var *wsNormal = getInWorldNormal(componentList);
    Var *wsView = getWsView(wsPosition, meta);
    
    //Reflection Probe WIP

+ 1 - 0
Engine/source/shaderGen/GLSL/shaderFeatureGLSL.h

@@ -137,6 +137,7 @@ public:
 								MultiLine *meta );
 
    Var* getSurface(Vector<ShaderComponent*>& componentList, MultiLine* meta, const MaterialFeatureData& fd);
+   Var* getInWorldNormal(Vector<ShaderComponent*>& componentList);
 		
    // ShaderFeature
    Var* getVertTexCoord( const String &name );

+ 16 - 16
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)));
 
       Var* wsNormal = (Var*)LangElement::find("wsNormal");
-
       if (!fd.features[MFT_NormalMap])
       {
          if (!wsNormal)
             wsNormal = getInWorldNormal(componentList);
-
          meta->addStatement(new GenOp("  @ = normalize( @ );\r\n\n", normal, wsNormal));
       }
       else
@@ -894,6 +892,14 @@ Var* ShaderFeatureHLSL::getSurface(Vector<ShaderComponent*>& componentList, Mult
    }
 
    Var* wsEyePos = (Var*)LangElement::find("eyePosWorld");
+
+   if (!wsEyePos)
+   {
+      wsEyePos = new Var("eyePosWorld", "float3");
+      wsEyePos->uniform = true;
+      wsEyePos->constSortPos = cspPass;
+   }
+
    Var* wsPosition = getInWsPosition(componentList);
    Var* wsView = getWsView(wsPosition, meta);
 
@@ -2138,8 +2144,6 @@ RTLightingFeatHLSL::RTLightingFeatHLSL()
 void RTLightingFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList, 
                                        const MaterialFeatureData &fd )
 {
-   if (fd.features[MFT_ImposterVert]) return;
-
    MultiLine *meta = new MultiLine;   
 
    ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
@@ -2178,11 +2182,14 @@ void RTLightingFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList,
       return;
    }
 
+   addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
+   getOutWorldToTangent(componentList, meta, fd);
+   output = meta;
+
+
    // Find the incoming vertex normal.
    Var *inNormal = (Var*)LangElement::find( "normal" );   
 
-   // Skip out on realtime lighting if we don't have a normal
-   // or we're doing some sort of baked lighting.
    if (  !inNormal || 
          fd.features[MFT_LightMap] || 
          fd.features[MFT_ToneMap] || 
@@ -2191,7 +2198,6 @@ void RTLightingFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList,
 
    // If there isn't a normal map then we need to pass
    // the world space normal to the pixel shader ourselves.
-   //Temporarily disabled while we figure out how to better handle normals without a normal map
    if ( !fd.features[MFT_NormalMap] )
    {
       Var *outNormal = connectComp->getElement( RT_TEXCOORD );
@@ -2205,11 +2211,6 @@ void RTLightingFeatHLSL::processVert(  Vector<ShaderComponent*> &componentList,
       // Transform the normal to world space.
       meta->addStatement( new GenOp( "   @ = mul( @, float4( normalize( @ ), 0.0 ) ).xyz;\r\n", outNormal, objTrans, inNormal ) );
    }
-
-   addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
-   getOutWorldToTangent(componentList, meta, fd);
-
-   output = meta;
 }
 
 void RTLightingFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList, 
@@ -2229,10 +2230,9 @@ void RTLightingFeatHLSL::processPix(   Vector<ShaderComponent*> &componentList,
    MultiLine *meta = new MultiLine;
 
    // Now the wsPosition and wsView.
-   Var* worldToTangent = getInWorldToTangent(componentList);
-   Var* wsNormal = getInWorldNormal(componentList);
    Var *wsPosition = getInWsPosition( componentList );
-   
+   Var* worldToTangent = getInWorldToTangent(componentList);
+   Var* wsNormal = getInWorldNormal(componentList);   
    Var *wsView = getWsView( wsPosition, meta );
    
    // Look for a light mask generated from a previous
@@ -2686,7 +2686,7 @@ void FoliageFeatureHLSL::processVert( Vector<ShaderComponent*> &componentList,
    tangent->setType( "float3" );
    tangent->setName( "T" );
    LangElement *tangentDec = new DecOp( tangent );
-   meta->addStatement( new GenOp( "   @;\n", tangentDec ) );         
+   meta->addStatement( new GenOp( "   @ = float3(1.0,0,0);\n", tangentDec ) );         
 
    // We add a float foliageFade to the OUT structure.
    ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

+ 93 - 78
Engine/source/terrain/glsl/terrFeatureGLSL.cpp

@@ -281,6 +281,8 @@ void TerrainBaseMapFeatGLSL::processVert( Vector<ShaderComponent*> &componentLis
    Var *squareSize = _getUniformVar( "squareSize", "float", cspPass );
    meta->addStatement( new GenOp( "   @ = normalize( vec3( @, 0, @ ) );\r\n", 
       new DecOp( inTanget ), squareSize, inTangentZ ) );
+
+   getOutViewToTangent(componentList, meta, fd);
 }
 
 void TerrainBaseMapFeatGLSL::processPix(  Vector<ShaderComponent*> &componentList, 
@@ -304,34 +306,35 @@ void TerrainBaseMapFeatGLSL::processPix(  Vector<ShaderComponent*> &componentLis
    baseColor->setName( "baseColor" );
    meta->addStatement( new GenOp( "   @ = tex2D( @, @.xy );\r\n", new DecOp( baseColor ), diffuseMap, texCoord ) );
 
-  ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
-
-   if(fd.features.hasFeature(MFT_isDeferred))
-   {
-      target= ShaderFeature::RenderTarget1;
-   }
-   meta->addStatement( new GenOp( "   @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
+   ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
+   meta->addStatement(new GenOp("   @;\r\n", assignColor(baseColor, Material::Mul, NULL, target)));
 
-   // Set base ORM info
    Var* ormConfig;
-   OutputTarget targ = RenderTarget1;
-   if (fd.features[MFT_isDeferred])
+   if ((fd.features[MFT_isDeferred]))
    {
-      targ = RenderTarget2;
+      // Set base ORM info
+      ormConfig = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget2));
+
+      if (!ormConfig)
+      {
+         // create color var
+         ormConfig = new Var;
+         ormConfig->setType("fragout");
+         ormConfig->setName(getOutputTargetVarName(RenderTarget2));
+         ormConfig->setStructName("OUT");
+      }
    }
-   ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
-   if (!ormConfig)
+   else
    {
-      // create color var
-      ormConfig = new Var;
-      ormConfig->setType("fragout");
-      ormConfig->setName(getOutputTargetVarName(targ));
-      ormConfig->setStructName("OUT");
+      ormConfig = new Var("ORMConfig", "float4");
+      meta->addStatement(new GenOp("   @;\r\n", new DecOp(ormConfig)));
    }
 
    meta->addStatement(new GenOp("   @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
 
    output = meta;
+
+   Var* viewToTangent = getInViewToTangent(componentList);
 }
 
 ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFeatureData &fd )
@@ -347,7 +350,7 @@ ShaderFeature::Resources TerrainBaseMapFeatGLSL::getResources( const MaterialFea
 
 U32 TerrainBaseMapFeatGLSL::getOutputTargets( const MaterialFeatureData &fd ) const
 {
-   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget | ShaderFeature::RenderTarget1;
+   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 | ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
 }
 
 TerrainDetailMapFeatGLSL::TerrainDetailMapFeatGLSL()
@@ -782,6 +785,22 @@ void TerrainMacroMapFeatGLSL::processPix(   Vector<ShaderComponent*> &componentL
    meta->addStatement( new GenOp( "   @ = calcBlend( @.x, @.xy, @, @ );\r\n", 
                                     new DecOp( detailBlend ), detailInfo, inTex, layerSize, layerSample ) );
 
+   // Check to see if we have a gbuffer normal.
+   Var* gbNormal = (Var*)LangElement::find("gbNormal");
+
+   // If we have a gbuffer normal and we don't have a
+   // normal map feature then we need to lerp in a 
+   // default normal else the normals below this layer
+   // will show thru.
+   if (gbNormal &&
+      !fd.features.hasFeature(MFT_TerrainNormalMap, detailIndex))
+   {
+      Var* viewToTangent = getInViewToTangent(componentList);
+
+      meta->addStatement(new GenOp("   @ = lerp( @, @[2], min( @, @.w ) );\r\n",
+         gbNormal, gbNormal, viewToTangent, detailBlend, inDet));
+   }
+
    Var *detailColor = (Var*)LangElement::find( "macroColor" ); 
    if ( !detailColor )
    {
@@ -1167,24 +1186,36 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
 	else
 		texOp = new GenOp("tex2D(@, vec3(@.xy, @.x))", ormConfigMap, inDet, new IndexOp(detailInfo, compositeIndex));
 
-	// search for material var
-	Var * ormConfig;
-	OutputTarget targ = RenderTarget1;
-	if (fd.features[MFT_isDeferred])
-	{
-		targ = RenderTarget2;
-	}
-   ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
+   MultiLine* meta = new MultiLine;
+   // search for material var
+   Var* ormConfig;
+   if ((fd.features[MFT_isDeferred]))
+   {
+      // Set base ORM info
+      ormConfig = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget2));
 
-	MultiLine * meta = new MultiLine;
-	if (!ormConfig)
-	{
-		// create color var
-      ormConfig = new Var;
-      ormConfig->setType("fragout");
-      ormConfig->setName(getOutputTargetVarName(targ));
-      ormConfig->setStructName("OUT");
-	}
+      if (!ormConfig)
+      {
+         // create color var
+         ormConfig = new Var;
+         ormConfig->setType("fragout");
+         ormConfig->setName(getOutputTargetVarName(RenderTarget2));
+         ormConfig->setStructName("OUT");
+      }
+   }
+   else
+   {
+      ormConfig = (Var*)LangElement::find("ORMConfig");
+      if (!ormConfig)
+      {
+         ormConfig = new Var("ORMConfig", "vec4");
+         meta->addStatement(new GenOp("   @;\r\n", new DecOp(ormConfig)));
+      }
+   }
+   if (compositeIndex == 0)
+   {
+      meta->addStatement(new GenOp("   @ = vec4(0.0, 0.0, 0.0, 0.0);\r\n", ormConfig));
+   }
 
 	Var *detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
 	AssertFatal(detailBlend, "The detail blend is missing!");
@@ -1192,11 +1223,6 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
 	String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
 	Var *matinfoCol = new Var(matinfoName, "vec3");
 
-   if (compositeIndex == 0)
-   {
-      meta->addStatement(new GenOp("   @ = vec4(0.0, 0.0, 0.0, 0.0);\r\n", ormConfig));
-   }
-
    meta->addStatement(new GenOp("   @ = @.rgb;\r\n", new DecOp(matinfoCol), texOp));
 
    if (fd.features.hasFeature(MFT_InvertRoughness, compositeIndex))
@@ -1218,58 +1244,44 @@ void TerrainORMMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
 ShaderFeature::Resources TerrainORMMapFeatGLSL::getResources(const MaterialFeatureData &fd)
 {
    Resources res;
-
-   S32 featureIndex = 0, firstOrmMapIndex = 0;
-   for (int idx = 0; idx < fd.features.getCount(); ++idx) {
-      const FeatureType& type = fd.features.getAt(idx, &featureIndex);
-      if (type == MFT_TerrainORMMap) {
-         firstOrmMapIndex = getMin(firstOrmMapIndex, featureIndex);
-      }
-   }
-
-   // We only need to process normals during the deferred.
-   if (getProcessIndex() == firstOrmMapIndex)
-   {
-      res.numTexReg = 1;
-      res.numTex = 1;
-   }
+   res.numTex = 1;
    return res;
 }
 
-
-U32 TerrainBlankInfoMapFeatGLSL::getOutputTargets(const MaterialFeatureData &fd) const
-{
-   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
-}
-
 // reminder, the matinfo buffer is flags, smooth, ao, metal
 void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &componentList,
    const MaterialFeatureData &fd)
 {
    S32 compositeIndex = getProcessIndex();
 
-   // search for material var
-   Var *material;
-   OutputTarget targ = DefaultTarget;
-   if (fd.features[MFT_isDeferred])
+   MultiLine* meta = new MultiLine;   Var* ormConfig;
+   if ((fd.features[MFT_isDeferred]))
    {
-      targ = RenderTarget2;
-   }
-   material = (Var*)LangElement::find(getOutputTargetVarName(targ));
+      // Set base ORM info
+      ormConfig = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget2));
 
-   MultiLine * meta = new MultiLine;
-   if (!material)
+      if (!ormConfig)
+      {
+         // create color var
+         ormConfig = new Var;
+         ormConfig->setType("fragout");
+         ormConfig->setName(getOutputTargetVarName(RenderTarget2));
+         ormConfig->setStructName("OUT");
+      }
+   }
+   else
    {
-      // create color var
-      material = new Var;
-      material->setType("vec4");
-      material->setName(getOutputTargetVarName(targ));
-      material->setStructName("OUT");
+      ormConfig = (Var*)LangElement::find("ORMConfig");
+      if (!ormConfig)
+      {
+         ormConfig = new Var("ORMConfig", "vec4");
+         meta->addStatement(new GenOp("   @;\r\n", new DecOp(ormConfig)));
+      }
    }
 
    if (compositeIndex == 0)
    {
-      meta->addStatement(new GenOp("   @ = vec4(0.0, 0.0, 0.0, 0.0);\r\n", material));
+      meta->addStatement(new GenOp("   @ = float4(0.0, 0.0, 0.0, 0.0);\r\n", ormConfig));
    }
 
    Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
@@ -1277,7 +1289,10 @@ void TerrainBlankInfoMapFeatGLSL::processPix(Vector<ShaderComponent*> &component
 
    String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
 
-   meta->addStatement(new GenOp("   @.gba += vec3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
+   if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
+   {
+      meta->addStatement(new GenOp("   @.gba += vec3(@, @, 0.0);\r\n", ormConfig, detailBlend, detailBlend));
+   }
 
    output = meta;
 }

+ 0 - 1
Engine/source/terrain/glsl/terrFeatureGLSL.h

@@ -174,7 +174,6 @@ public:
    virtual void processPix(Vector<ShaderComponent*> &componentList,
       const MaterialFeatureData &fd);
 
-   virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
    virtual String getName() { return "Blank Matinfo map"; }
 };
 

+ 73 - 68
Engine/source/terrain/hlsl/terrFeatureHLSL.cpp

@@ -337,27 +337,27 @@ void TerrainBaseMapFeatHLSL::processVert( Vector<ShaderComponent*> &componentLis
       new DecOp( inTanget ), squareSize, inTangentZ ) );
 }
 
-void TerrainBaseMapFeatHLSL::processPix(  Vector<ShaderComponent*> &componentList, 
-                                          const MaterialFeatureData &fd )
+void TerrainBaseMapFeatHLSL::processPix(Vector<ShaderComponent*>& componentList,
+   const MaterialFeatureData& fd)
 {
    // grab connector texcoord register
-   Var *texCoord = getInTexCoord( "texCoord", "float3", componentList );
+   Var* texCoord = getInTexCoord("texCoord", "float3", componentList);
 
    // create texture var
-   Var *diffuseMap = new Var;
-   diffuseMap->setType( "SamplerState" );
-   diffuseMap->setName( "baseTexMap" );
+   Var* diffuseMap = new Var;
+   diffuseMap->setType("SamplerState");
+   diffuseMap->setName("baseTexMap");
    diffuseMap->uniform = true;
    diffuseMap->sampler = true;
    diffuseMap->constNum = Var::getTexUnitNum();     // used as texture unit num here
 
-   MultiLine *meta = new MultiLine;
+   MultiLine* meta = new MultiLine;
 
-   Var *baseColor = new Var;
-   baseColor->setType( "float4" );
-   baseColor->setName( "baseColor" );
+   Var* baseColor = new Var;
+   baseColor->setType("float4");
+   baseColor->setName("baseColor");
 
-   Var *diffuseTex = new Var;
+   Var* diffuseTex = new Var;
    diffuseTex->setType("Texture2D");
    diffuseTex->setName("baseTexture");
    diffuseTex->uniform = true;
@@ -365,33 +365,31 @@ void TerrainBaseMapFeatHLSL::processPix(  Vector<ShaderComponent*> &componentLis
    diffuseTex->constNum = diffuseMap->constNum;
    meta->addStatement(new GenOp("   @ = @.Sample( @, @.xy );\r\n", new DecOp(baseColor), diffuseTex, diffuseMap, texCoord));
 
-   ShaderFeature::OutputTarget target = ShaderFeature::DefaultTarget;
+   ShaderFeature::OutputTarget target = (fd.features[MFT_isDeferred]) ? RenderTarget1 : DefaultTarget;
+   meta->addStatement(new GenOp("   @;\r\n", assignColor(baseColor, Material::Mul, NULL, target)));
 
-   if (fd.features.hasFeature(MFT_isDeferred))
-   {
-      target= ShaderFeature::RenderTarget1;
-   }
-
-   meta->addStatement( new GenOp( "   @;\r\n", assignColor( baseColor, Material::Mul,NULL,target ) ) );
-
-   if (fd.features[MFT_isDeferred])
+   Var* ormConfig;
+   if ((fd.features[MFT_isDeferred]))
    {
       // Set base ORM info
-      Var* ormConfig;
-      OutputTarget targ = RenderTarget1;
-      targ = RenderTarget2;
-      ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
+      ormConfig = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget2));
+
       if (!ormConfig)
       {
          // create color var
          ormConfig = new Var;
          ormConfig->setType("fragout");
-         ormConfig->setName(getOutputTargetVarName(targ));
+         ormConfig->setName(getOutputTargetVarName(RenderTarget2));
          ormConfig->setStructName("OUT");
       }
-
-      meta->addStatement(new GenOp("   @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
    }
+   else
+   {
+      ormConfig = new Var("ORMConfig", "float4");
+      meta->addStatement(new GenOp("   @;\r\n", new DecOp(ormConfig)));
+   }
+
+   meta->addStatement(new GenOp("   @ = float4(0.0, 1.0, 1.0, 0.0);\r\n", ormConfig));
 
    output = meta;
 }
@@ -407,7 +405,7 @@ ShaderFeature::Resources TerrainBaseMapFeatHLSL::getResources( const MaterialFea
 
 U32 TerrainBaseMapFeatHLSL::getOutputTargets( const MaterialFeatureData &fd ) const
 {
-   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget1 | ShaderFeature::RenderTarget2 : ShaderFeature::DefaultTarget;
+   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 | ShaderFeature::RenderTarget1 : ShaderFeature::DefaultTarget;
 }
 
 TerrainDetailMapFeatHLSL::TerrainDetailMapFeatHLSL()
@@ -1259,23 +1257,35 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
    else
       texOp = new GenOp("@.Sample(@, float3(@.xy, @.x))", ormMapArray, ormMapSampler, inDet, new IndexOp(detailInfo, compositeIndex));
 
+   MultiLine* meta = new MultiLine;
    // search for material var
-   Var * ormConfig;
-   OutputTarget targ = RenderTarget1;
-   if (fd.features[MFT_isDeferred])
+   Var* ormConfig;
+   if ((fd.features[MFT_isDeferred]))
    {
-      targ = RenderTarget2;
-   }
-   ormConfig = (Var*)LangElement::find(getOutputTargetVarName(targ));
+      // Set base ORM info
+      ormConfig = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget2));
 
-   MultiLine * meta = new MultiLine;
-   if (!ormConfig)
+      if (!ormConfig)
+      {
+         // create color var
+         ormConfig = new Var;
+         ormConfig->setType("fragout");
+         ormConfig->setName(getOutputTargetVarName(RenderTarget2));
+         ormConfig->setStructName("OUT");
+      }
+   }
+   else
    {
-      // create color var
-      ormConfig = new Var;
-      ormConfig->setType("fragout");
-      ormConfig->setName(getOutputTargetVarName(targ));
-      ormConfig->setStructName("OUT");
+      ormConfig = (Var*)LangElement::find("ORMConfig");
+      if (!ormConfig)
+      {
+         ormConfig = new Var("ORMConfig", "float4");
+         meta->addStatement(new GenOp("   @;\r\n", new DecOp(ormConfig)));
+      }
+   }
+   if (compositeIndex == 0)
+   {
+      meta->addStatement(new GenOp("   @ = float4(0.0, 0.0, 0.0, 0.0);\r\n", ormConfig));
    }
 
    Var *detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
@@ -1284,11 +1294,6 @@ void TerrainORMMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
    String matinfoName(String::ToString("matinfoCol%d", compositeIndex));
    Var *matinfoCol = new Var(matinfoName, "float3");
 
-   if (compositeIndex == 0)
-   {
-      meta->addStatement(new GenOp("   @ = float4(0.0, 0.0, 0.0, 0.0);\r\n", ormConfig));
-   }
-
    meta->addStatement(new GenOp("   @ = @.rgb;\r\n", new DecOp(matinfoCol), texOp));
 
    if (fd.features.hasFeature(MFT_InvertRoughness, compositeIndex))
@@ -1313,39 +1318,39 @@ ShaderFeature::Resources TerrainORMMapFeatHLSL::getResources(const MaterialFeatu
    return res;
 }
 
-// reminder, the matinfo buffer is flags, smooth, ao, metal
-U32 TerrainBlankInfoMapFeatHLSL::getOutputTargets(const MaterialFeatureData &fd) const
-{
-   return fd.features[MFT_isDeferred] ? ShaderFeature::RenderTarget2 : ShaderFeature::RenderTarget1;
-}
-
 void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &componentList,
    const MaterialFeatureData &fd)
 {
    S32 compositeIndex = getProcessIndex();
 
-   // search for material var
-   Var *material;
-   OutputTarget ormConfig = RenderTarget1;
-   if (fd.features[MFT_isDeferred])
+   MultiLine * meta = new MultiLine;   Var* ormConfig;
+   if ((fd.features[MFT_isDeferred]))
    {
-      ormConfig = RenderTarget2;
-   }
-   material = (Var*)LangElement::find(getOutputTargetVarName(ormConfig));
+      // Set base ORM info
+      ormConfig = (Var*)LangElement::find(getOutputTargetVarName(RenderTarget2));
 
-   MultiLine * meta = new MultiLine;
-   if (!material)
+      if (!ormConfig)
+      {
+         // create color var
+         ormConfig = new Var;
+         ormConfig->setType("fragout");
+         ormConfig->setName(getOutputTargetVarName(RenderTarget2));
+         ormConfig->setStructName("OUT");
+      }
+   }
+   else
    {
-      // create color var
-      material = new Var;
-      material->setType("fragout");
-      material->setName(getOutputTargetVarName(ormConfig));
-      material->setStructName("OUT");
+      ormConfig = (Var*)LangElement::find("ORMConfig");
+      if (!ormConfig)
+      {
+         ormConfig = new Var("ORMConfig", "float4");
+         meta->addStatement(new GenOp("   @;\r\n", new DecOp(ormConfig)));
+      }
    }
 
    if (compositeIndex == 0)
    {
-      meta->addStatement(new GenOp("   @ = float4(0.0, 0.0, 0.0, 0.0);\r\n", material));
+      meta->addStatement(new GenOp("   @ = float4(0.0, 0.0, 0.0, 0.0);\r\n", ormConfig));
    }
 
    Var* detailBlend = (Var*)LangElement::find(String::ToString("detailBlend%d", compositeIndex));
@@ -1355,7 +1360,7 @@ void TerrainBlankInfoMapFeatHLSL::processPix(Vector<ShaderComponent*> &component
 
    if (!fd.features.hasFeature(MFT_TerrainHeightBlend))
    {
-      meta->addStatement(new GenOp("   @.gba += float3(@, @, 0.0);\r\n", material, detailBlend, detailBlend));
+      meta->addStatement(new GenOp("   @.gba += float3(@, @, 0.0);\r\n", ormConfig, detailBlend, detailBlend));
    }
 
    output = meta;

+ 0 - 2
Engine/source/terrain/hlsl/terrFeatureHLSL.h

@@ -179,8 +179,6 @@ public:
 
    virtual void processPix(Vector<ShaderComponent*> &componentList,
       const MaterialFeatureData &fd);
-   
-   virtual U32 getOutputTargets(const MaterialFeatureData &fd) const;
    virtual String getName() { return "Blank Matinfo map"; }
 };
 

+ 2 - 2
Templates/BaseGame/game/core/rendering/scripts/renderManager.tscript

@@ -59,8 +59,8 @@ function initRenderManager()
    DiffuseRenderPassManager.addManager( new RenderObjectMgr(ObjectBin)     { bintype = "Object"; renderOrder = 0.6; processAddOrder = 0.6; } );
 
    DiffuseRenderPassManager.addManager( new RenderObjectMgr(ShadowBin)     { bintype = "Shadow"; renderOrder = 0.7; processAddOrder = 0.7; } );
-   DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin)    { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; basicOnly = true;} );
-   DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin)        { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81; basicOnly = true;} );
+   DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin)    { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; } );
+   DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin)        { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81;} );
    DiffuseRenderPassManager.addManager( new RenderOcclusionMgr(OccluderBin){ bintype = "Occluder"; renderOrder = 0.9; processAddOrder = 0.9; } );
 
    // Render the sky last

+ 2 - 2
Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl

@@ -291,8 +291,8 @@ void fizzle(vec2 vpos, float visibility)
    // I'm sure there are many more patterns here to 
    // discover for different effects.
    
-   mat2x2 m = mat2x2( vpos.x, vpos.y, 0.916, 0.350 );
-   if( (visibility - fract( determinant( m ) )) < 0 ) //if(a < 0) discard;
+   mat2x2 m = mat2x2( vpos.x, 0.916, vpos.y, 0.350 );
+   if( (visibility - fract( determinant( m ) )) < 0 )
       discard;
 }
 #endif //TORQUE_PIXEL_SHADER