Branimir Karadžić 10 년 전
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acfab2a171

+ 2 - 2
examples/15-shadowmaps-simple/fs_sms_shadow.sh

@@ -7,10 +7,10 @@
 
 uniform vec4 u_lightPos;
 #if SHADOW_PACKED_DEPTH
-SAMPLER2D(u_shadowMap, 4);
+SAMPLER2D(u_shadowMap, 0);
 #	define Sampler sampler2D
 #else
-SAMPLER2DSHADOW(u_shadowMap, 4);
+SAMPLER2DSHADOW(u_shadowMap, 0);
 #	define Sampler sampler2DShadow
 #endif // SHADOW_PACKED_DEPTH
 

+ 2 - 2
examples/15-shadowmaps-simple/shadowmaps_simple.cpp

@@ -118,7 +118,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 	const bgfx::Caps* caps = bgfx::getCaps();
 	// Shadow samplers are supported at least partially supported if texture
 	// compare less equal feature is supported.
-	bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
+	bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL) && false;
 
 	bgfx::ProgramHandle progShadow;
 	bgfx::ProgramHandle progMesh;
@@ -178,7 +178,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 	state[1]->m_viewId  = RENDER_SCENE_PASS_ID;
 	state[1]->m_numTextures = 1;
 	state[1]->m_textures[0].m_flags = UINT32_MAX;
-	state[1]->m_textures[0].m_stage = 4;
+	state[1]->m_textures[0].m_stage = 0;
 	state[1]->m_textures[0].m_sampler = u_shadowMap;
 	state[1]->m_textures[0].m_texture = shadowMapTexture;
 

BIN
examples/runtime/shaders/dx11/fs_sms_mesh.bin


BIN
examples/runtime/shaders/dx11/fs_sms_mesh_pd.bin


BIN
examples/runtime/shaders/dx9/fs_sms_mesh.bin


BIN
examples/runtime/shaders/dx9/fs_sms_mesh_pd.bin