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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "lighting/advanced/glsl/advancedLightingFeaturesGLSL.h"
- #include "lighting/advanced/advancedLightBinManager.h"
- #include "shaderGen/langElement.h"
- #include "shaderGen/shaderOp.h"
- #include "shaderGen/conditionerFeature.h"
- #include "renderInstance/renderDeferredMgr.h"
- #include "materials/processedMaterial.h"
- #include "materials/materialFeatureTypes.h"
- void DeferredRTLightingFeatGLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
- const MaterialFeatureData &fd )
- {
- // Skip deferred features, and use forward shading instead
- if ( !fd.features[MFT_isDeferred] )
- {
- Parent::processPixMacros( macros, fd );
- return;
- }
- // Pull in the uncondition method for the light info buffer
- NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
- if ( texTarget && texTarget->getConditioner() )
- {
- ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
- unconditionMethod->createMethodMacro( String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition", macros );
- addDependency(unconditionMethod);
- }
- }
- void DeferredRTLightingFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // Skip deferred features, and use forward shading instead
- if ( !fd.features[MFT_isDeferred] )
- {
- Parent::processVert( componentList, fd );
- return;
- }
- // Pass screen space position to pixel shader to compute a full screen buffer uv
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- Var *ssPos = connectComp->getElement( RT_TEXCOORD );
- ssPos->setName( "screenspacePos" );
- ssPos->setStructName( "OUT" );
- ssPos->setType( "vec4" );
- Var *outPosition = (Var*) LangElement::find( "gl_Position" );
- AssertFatal( outPosition, "No gl_Position, ohnoes." );
- output = new GenOp( " @ = @;\r\n", ssPos, outPosition );
- }
- void DeferredRTLightingFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // Skip deferred features, and use forward shading instead
- if ( !fd.features[MFT_isDeferred] )
- {
- Parent::processPix( componentList, fd );
- return;
- }
- MultiLine *meta = new MultiLine;
- ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
- Var *ssPos = connectComp->getElement( RT_TEXCOORD );
- ssPos->setName( "screenspacePos" );
- ssPos->setStructName( "IN" );
- ssPos->setType( "vec4" );
- Var *uvScene = new Var;
- uvScene->setType( "vec2" );
- uvScene->setName( "uvScene" );
- LangElement *uvSceneDecl = new DecOp( uvScene );
- String rtParamName = String::ToString( "rtParams%s", "diffuseLightingBuffer" );
- Var *rtParams = (Var*) LangElement::find( rtParamName );
- if( !rtParams )
- {
- rtParams = new Var;
- rtParams->setType( "vec4" );
- rtParams->setName( rtParamName );
- rtParams->uniform = true;
- rtParams->constSortPos = cspPass;
- }
- meta->addStatement( new GenOp( " @ = @.xy / @.w;\r\n", uvSceneDecl, ssPos, ssPos ) ); // get the screen coord... its -1 to +1
- meta->addStatement( new GenOp( " @ = ( @ + 1.0 ) / 2.0;\r\n", uvScene, uvScene ) ); // get the screen coord to 0 to 1
- meta->addStatement( new GenOp( " @.y = 1.0 - @.y;\r\n", uvScene, uvScene ) ); // flip the y axis
- meta->addStatement( new GenOp( " @ = ( @ * @.zw ) + @.xy;\r\n", uvScene, uvScene, rtParams, rtParams) ); // scale it down and offset it to the rt size
- // create texture var
- Var *lightInfoBuffer = new Var;
- lightInfoBuffer->setType( "sampler2D" );
- lightInfoBuffer->setName( "diffuseLightingBuffer" );
- lightInfoBuffer->uniform = true;
- lightInfoBuffer->sampler = true;
- lightInfoBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
- // Declare the RTLighting variables in this feature, they will either be assigned
- // in this feature, or in the tonemap/lightmap feature
- Var *d_lightcolor = new Var( "d_lightcolor", "vec3" );
- meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_lightcolor ) ) );
- Var *d_NL_Att = new Var( "d_NL_Att", "float" );
- meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_NL_Att ) ) );
- Var *d_specular = new Var( "d_specular", "float" );
- meta->addStatement( new GenOp( " @;\r\n", new DecOp( d_specular ) ) );
-
- // Perform the uncondition here.
- String unconditionLightInfo = String::ToLower( AdvancedLightBinManager::smBufferName ) + "Uncondition";
- meta->addStatement( new GenOp( avar( " %s(tex2D(@, @), @, @, @);\r\n",
- unconditionLightInfo.c_str() ), lightInfoBuffer, uvScene, d_lightcolor, d_NL_Att, d_specular ) );
-
- // This is kind of weak sauce
- if( !fd.features[MFT_VertLit] && !fd.features[MFT_ToneMap] && !fd.features[MFT_LightMap] && !fd.features[MFT_SubSurface] )
- meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(@, 1.0)", d_lightcolor ), Material::Mul ) ) );
- output = meta;
- }
- ShaderFeature::Resources DeferredRTLightingFeatGLSL::getResources( const MaterialFeatureData &fd )
- {
- // Skip deferred features, and use forward shading instead
- if ( !fd.features[MFT_isDeferred] )
- return Parent::getResources( fd );
- // HACK: See DeferredRTLightingFeatGLSL::setTexData.
- mLastTexIndex = 0;
- Resources res;
- res.numTex = 1;
- res.numTexReg = 1;
- return res;
- }
- void DeferredRTLightingFeatGLSL::setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex )
- {
- // Skip deferred features, and use forward shading instead
- if ( !fd.features[MFT_isDeferred] )
- {
- Parent::setTexData( stageDat, fd, passData, texIndex );
- return;
- }
- NamedTexTarget *texTarget = NamedTexTarget::find( AdvancedLightBinManager::smBufferName );
- if( texTarget )
- {
- // HACK: We store this for use in DeferredRTLightingFeatGLSL::processPix()
- // which cannot deduce the texture unit itself.
- mLastTexIndex = texIndex;
- passData.mTexType[ texIndex ] = Material::TexTarget;
- passData.mSamplerNames[ texIndex ]= "diffuseLightingBuffer";
- passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
- }
- }
- void DeferredBumpFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- if( fd.features[MFT_DeferredConditioner] )
- {
- // There is an output conditioner active, so we need to supply a transform
- // to the pixel shader.
- MultiLine *meta = new MultiLine;
- // We need the view to tangent space transform in the pixel shader.
- getOutViewToTangent( componentList, meta, fd );
- const bool useTexAnim = fd.features[MFT_TexAnim];
- // Make sure there are texcoords
- if( !fd.features[MFT_Parallax] && !fd.features[MFT_DiffuseMap])
- {
- getOutTexCoord( "texCoord",
- "vec2",
- useTexAnim,
- meta,
- componentList );
- }
- const bool useFoliageTexCoord = fd.features[MFT_Foliage];
- if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
- addOutDetailTexCoord( componentList,
- meta,
- useTexAnim, useFoliageTexCoord);
- output = meta;
- }
- else if ( fd.materialFeatures[MFT_NormalsOut] ||
- !fd.features[MFT_isDeferred] ||
- !fd.features[MFT_RTLighting] )
- {
- Parent::processVert( componentList, fd );
- return;
- }
- else
- {
- output = NULL;
- }
- }
- void DeferredBumpFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // NULL output in case nothing gets handled
- output = NULL;
- if( fd.features[MFT_DeferredConditioner] )
- {
- MultiLine *meta = new MultiLine;
- Var *viewToTangent = getInViewToTangent( componentList );
- // create texture var
- Var *bumpMap = getNormalMapTex();
- Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
- LangElement *texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
- // create bump normal
- Var *bumpNorm = new Var;
- bumpNorm->setName( "bumpNormal" );
- bumpNorm->setType( "vec4" );
- LangElement *bumpNormDecl = new DecOp( bumpNorm );
- meta->addStatement( expandNormalMap( texOp, bumpNormDecl, bumpNorm, fd ) );
- // If we have a detail normal map we add the xy coords of
- // it to the base normal map. This gives us the effect we
- // want with few instructions and minial artifacts.
- if ( fd.features.hasFeature( MFT_DetailNormalMap ) )
- {
- bumpMap = new Var;
- bumpMap->setType( "sampler2D" );
- bumpMap->setName( "detailBumpMap" );
- bumpMap->uniform = true;
- bumpMap->sampler = true;
- bumpMap->constNum = Var::getTexUnitNum();
- texCoord = getInTexCoord( "detCoord", "vec2", componentList );
- texOp = new GenOp( "tex2D(@, @)", bumpMap, texCoord );
- Var *detailBump = new Var;
- detailBump->setName( "detailBump" );
- detailBump->setType( "vec4" );
- meta->addStatement( expandNormalMap( texOp, new DecOp( detailBump ), detailBump, fd ) );
- Var *detailBumpScale = new Var;
- detailBumpScale->setType( "float" );
- detailBumpScale->setName( "detailBumpStrength" );
- detailBumpScale->uniform = true;
- detailBumpScale->constSortPos = cspPass;
- meta->addStatement( new GenOp( " @.xy += @.xy * @;\r\n", bumpNorm, detailBump, detailBumpScale ) );
- }
- // This var is read from GBufferConditionerGLSL and
- // used in the deferred output.
- //
- // By using the 'half' type here we get a bunch of partial
- // precision optimized code on further operations on the normal
- // which helps alot on older Geforce cards.
- //
- Var *gbNormal = new Var;
- gbNormal->setName( "gbNormal" );
- gbNormal->setType( "half3" );
- LangElement *gbNormalDecl = new DecOp( gbNormal );
- // Normalize is done later...
- // Note: The reverse mul order is intentional. Affine matrix.
- meta->addStatement( new GenOp( " @ = half3(tMul( @.xyz, @ ));\r\n", gbNormalDecl, bumpNorm, viewToTangent ) );
- output = meta;
- return;
- }
- else if (fd.features[MFT_AccuMap])
- {
- Var *bumpSample = (Var *)LangElement::find("bumpSample");
- if (bumpSample == NULL)
- {
- MultiLine *meta = new MultiLine;
- Var *texCoord = getInTexCoord("texCoord", "vec2", componentList);
- Var *bumpMap = getNormalMapTex();
- bumpSample = new Var;
- bumpSample->setType("vec4");
- bumpSample->setName("bumpSample");
- LangElement *bumpSampleDecl = new DecOp(bumpSample);
- meta->addStatement(new GenOp(" @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord));
- if (fd.features.hasFeature(MFT_DetailNormalMap))
- {
- bumpMap = (Var*)LangElement::find("detailBumpMap");
- if (!bumpMap) {
- bumpMap = new Var;
- bumpMap->setType("sampler2D");
- bumpMap->setName("detailBumpMap");
- bumpMap->uniform = true;
- bumpMap->sampler = true;
- bumpMap->constNum = Var::getTexUnitNum();
- }
- texCoord = getInTexCoord("detCoord", "vec2", componentList);
- LangElement *texOp = new GenOp("tex2D(@, @)", bumpMap, texCoord);
- Var *detailBump = new Var;
- detailBump->setName("detailBump");
- detailBump->setType("vec4");
- meta->addStatement(expandNormalMap(texOp, new DecOp(detailBump), detailBump, fd));
- Var *detailBumpScale = new Var;
- detailBumpScale->setType("float");
- detailBumpScale->setName("detailBumpStrength");
- detailBumpScale->uniform = true;
- detailBumpScale->constSortPos = cspPass;
- meta->addStatement(new GenOp(" @.xy += @.xy * @;\r\n", bumpSample, detailBump, detailBumpScale));
- }
- output = meta;
- return;
- }
- }
- else if ( fd.materialFeatures[MFT_NormalsOut] ||
- !fd.features[MFT_isDeferred] ||
- !fd.features[MFT_RTLighting] )
- {
- Parent::processPix( componentList, fd );
- return;
- }
- else if (!fd.features[MFT_OrmMap] )
- {
- Var *bumpSample = (Var *)LangElement::find( "bumpSample" );
- if( bumpSample == NULL )
- {
- Var *texCoord = getInTexCoord( "texCoord", "vec2", componentList );
- Var *bumpMap = getNormalMapTex();
- bumpSample = new Var;
- bumpSample->setType( "vec4" );
- bumpSample->setName( "bumpSample" );
- LangElement *bumpSampleDecl = new DecOp( bumpSample );
- output = new GenOp( " @ = tex2D(@, @);\r\n", bumpSampleDecl, bumpMap, texCoord );
- return;
- }
- }
- output = NULL;
- }
- ShaderFeature::Resources DeferredBumpFeatGLSL::getResources( const MaterialFeatureData &fd )
- {
- if ( fd.materialFeatures[MFT_NormalsOut] ||
- !fd.features[MFT_isDeferred] ||
- fd.features[MFT_Parallax] ||
- !fd.features[MFT_RTLighting] )
- return Parent::getResources( fd );
- Resources res;
- if(!fd.features[MFT_OrmMap])
- {
- res.numTex = 1;
- res.numTexReg = 1;
- if ( fd.features[MFT_DeferredConditioner] &&
- fd.features.hasFeature( MFT_DetailNormalMap ) )
- {
- res.numTex += 1;
- if ( !fd.features.hasFeature( MFT_DetailMap ) )
- res.numTexReg += 1;
- }
- }
- return res;
- }
- void DeferredBumpFeatGLSL::setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex )
- {
- if ( fd.materialFeatures[MFT_NormalsOut] ||
- !fd.features[MFT_isDeferred] ||
- !fd.features[MFT_RTLighting] )
- {
- Parent::setTexData( stageDat, fd, passData, texIndex );
- return;
- }
- if (!fd.features[MFT_DeferredConditioner] && fd.features[MFT_AccuMap])
- {
- passData.mTexType[texIndex] = Material::Bump;
- passData.mSamplerNames[texIndex] = "bumpMap";
- passData.mTexSlot[texIndex++].texObject = stageDat.getTex(MFT_NormalMap);
- if (fd.features.hasFeature(MFT_DetailNormalMap))
- {
- passData.mTexType[texIndex] = Material::DetailBump;
- passData.mSamplerNames[texIndex] = "detailBumpMap";
- passData.mTexSlot[texIndex++].texObject = stageDat.getTex(MFT_DetailNormalMap);
- }
- }
- else if (!fd.features[MFT_Parallax] && !fd.features[MFT_OrmMap] &&
- ( fd.features[MFT_DeferredConditioner]) )
- {
- passData.mTexType[ texIndex ] = Material::Bump;
- passData.mSamplerNames[ texIndex ] = "bumpMap";
- passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_NormalMap );
- if ( fd.features[MFT_DeferredConditioner] &&
- fd.features.hasFeature( MFT_DetailNormalMap ) )
- {
- passData.mTexType[ texIndex ] = Material::DetailBump;
- passData.mSamplerNames[ texIndex ] = "detailBumpMap";
- passData.mTexSlot[ texIndex++ ].texObject = stageDat.getTex( MFT_DetailNormalMap );
- }
- }
- }
- ShaderFeature::Resources DeferredMinnaertGLSL::getResources( const MaterialFeatureData &fd )
- {
- Resources res;
- if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
- {
- res.numTex = 1;
- res.numTexReg = 1;
- }
- return res;
- }
- void DeferredMinnaertGLSL::setTexData( Material::StageData &stageDat,
- const MaterialFeatureData &fd,
- RenderPassData &passData,
- U32 &texIndex )
- {
- if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
- {
- NamedTexTarget *texTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
- if ( texTarget )
- {
- passData.mTexType[texIndex] = Material::TexTarget;
- passData.mSamplerNames[texIndex] = "deferredBuffer";
- passData.mTexSlot[ texIndex++ ].texTarget = texTarget;
- }
- }
- }
- void DeferredMinnaertGLSL::processPixMacros( Vector<GFXShaderMacro> ¯os,
- const MaterialFeatureData &fd )
- {
- if( fd.features[MFT_isDeferred] && fd.features[MFT_RTLighting] )
- {
- // Pull in the uncondition method for the g buffer
- NamedTexTarget *texTarget = NamedTexTarget::find( RenderDeferredMgr::BufferName );
- if ( texTarget && texTarget->getConditioner() )
- {
- ConditionerMethodDependency *unconditionMethod = texTarget->getConditioner()->getConditionerMethodDependency(ConditionerFeature::UnconditionMethod);
- unconditionMethod->createMethodMacro( String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition", macros );
- addDependency(unconditionMethod);
- }
- }
- }
- void DeferredMinnaertGLSL::processVert( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // If there is no deferred information, bail on this feature
- if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
- {
- output = NULL;
- return;
- }
- // Make sure we pass the world space position to the
- // pixel shader so we can calculate a view vector.
- MultiLine *meta = new MultiLine;
- addOutWsPosition( componentList, fd.features[MFT_UseInstancing], meta );
- output = meta;
- }
- void DeferredMinnaertGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- // If there is no deferred information, bail on this feature
- if( !fd.features[MFT_isDeferred] || !fd.features[MFT_RTLighting] )
- {
- output = NULL;
- return;
- }
- Var *minnaertConstant = new Var;
- minnaertConstant->setType( "float" );
- minnaertConstant->setName( "minnaertConstant" );
- minnaertConstant->uniform = true;
- minnaertConstant->constSortPos = cspPotentialPrimitive;
- // create texture var
- Var *deferredBuffer = new Var;
- deferredBuffer->setType( "sampler2D" );
- deferredBuffer->setName( "deferredBuffer" );
- deferredBuffer->uniform = true;
- deferredBuffer->sampler = true;
- deferredBuffer->constNum = Var::getTexUnitNum(); // used as texture unit num here
- // Texture coord
- Var *uvScene = (Var*) LangElement::find( "uvScene" );
- AssertFatal(uvScene != NULL, "Unable to find UVScene, no RTLighting feature?");
- MultiLine *meta = new MultiLine;
- // Get the world space view vector.
- Var *wsViewVec = getWsView( getInWsPosition( componentList ), meta );
- String unconditionDeferredMethod = String::ToLower(RenderDeferredMgr::BufferName) + "Uncondition";
- Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
- meta->addStatement( new GenOp( avar( " vec4 normalDepth = %s(@, @);\r\n", unconditionDeferredMethod.c_str() ), deferredBuffer, uvScene ) );
- meta->addStatement( new GenOp( " float vDotN = dot(normalDepth.xyz, @);\r\n", wsViewVec ) );
- meta->addStatement( new GenOp( " float Minnaert = pow( @, @) * pow(vDotN, 1.0 - @);\r\n", d_NL_Att, minnaertConstant, minnaertConstant ) );
- meta->addStatement( new GenOp( " @;\r\n", assignColor( new GenOp( "vec4(Minnaert, Minnaert, Minnaert, 1.0)" ), Material::Mul ) ) );
- output = meta;
- }
- void DeferredSubSurfaceGLSL::processPix( Vector<ShaderComponent*> &componentList,
- const MaterialFeatureData &fd )
- {
- Var *subSurfaceParams = new Var;
- subSurfaceParams->setType( "vec4" );
- subSurfaceParams->setName( "subSurfaceParams" );
- subSurfaceParams->uniform = true;
- subSurfaceParams->constSortPos = cspPotentialPrimitive;
- Var *d_lightcolor = (Var*)LangElement::find( "d_lightcolor" );
- Var *d_NL_Att = (Var*)LangElement::find( "d_NL_Att" );
- MultiLine *meta = new MultiLine;
- Var* targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::DefaultTarget));
- if (fd.features[MFT_isDeferred])
- {
- targ = (Var*)LangElement::find(getOutputTargetVarName(ShaderFeature::RenderTarget3));
- meta->addStatement(new GenOp(" @.rgb += @.rgb*@.a;\r\n", targ, subSurfaceParams, subSurfaceParams));
- output = meta;
- return;
- }
- output = meta;
- }
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