cleaning for mac

This commit is contained in:
samcake 2016-10-01 15:35:59 -07:00
parent 0475833e3b
commit 35f0d4b8a2
3 changed files with 13 additions and 4 deletions

View file

@ -47,12 +47,18 @@ float projection_getFar(mat4 projection) {
// end of hybrid include
<@if GLPROFILE == MAC_GL @>
#define GRID_NUM_ELEMENTS 4096
<@else@>
#define GRID_NUM_ELEMENTS 16384
<@endif@>
uniform clusterGridBuffer {
int _clusterGridTable[16384];
int _clusterGridTable[GRID_NUM_ELEMENTS];
};
uniform clusterContentBuffer {
int _clusterGridContent[16384];
int _clusterGridContent[GRID_NUM_ELEMENTS];
};
ivec3 clusterGrid_getCluster(int index) {

View file

@ -69,8 +69,11 @@ void FrustumGrid::generateGridPlanes(Planes& xPlanes, Planes& yPlanes, Planes& z
}
#include "DeferredLightingEffect.h"
#ifdef Q_OS_MAC
const glm::uvec4 LightClusters::MAX_GRID_DIMENSIONS { 8, 8, 8, 4096 };
#else
const glm::uvec4 LightClusters::MAX_GRID_DIMENSIONS { 32, 32, 31, 16384 };
#endif
LightClusters::LightClusters() :

View file

@ -158,7 +158,7 @@ vec4 evalPBRShading(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float m
}
// Frag Shading returns the diffuse amount as W and the specular rgb as xyz
vec4 evalPBRShadingDielectric(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float roughness, float fresnel = 0.03) {
vec4 evalPBRShadingDielectric(vec3 fragNormal, vec3 fragLightDir, vec3 fragEyeDir, float roughness, float fresnel) {
// Diffuse Lighting
float diffuse = clamp(dot(fragNormal, fragLightDir), 0.0, 1.0);