Removed reference to LIghtingModel.slh in teh DefereedBufferWrite.slh to avoid side effects

This commit is contained in:
samcake 2016-07-19 13:06:26 -07:00
parent 4742f40128
commit 3e7126f5be
2 changed files with 3 additions and 9 deletions

View file

@ -12,7 +12,6 @@
<@def DEFERRED_BUFFER_WRITE_SLH@> <@def DEFERRED_BUFFER_WRITE_SLH@>
<@include DeferredBuffer.slh@> <@include DeferredBuffer.slh@>
<@include LightingModel.slh@>
layout(location = 0) out vec4 _fragColor0; layout(location = 0) out vec4 _fragColor0;
@ -40,7 +39,6 @@ void packDeferredFragment(vec3 normal, float alpha, vec3 albedo, float roughness
if (alpha != 1.0) { if (alpha != 1.0) {
discard; discard;
} }
emissive *= isEmissiveEnabled();
_fragColor0 = vec4(albedo, ((scattering > 0.0) ? packScatteringMetallic(metallic) : packShadedMetallic(metallic))); _fragColor0 = vec4(albedo, ((scattering > 0.0) ? packScatteringMetallic(metallic) : packShadedMetallic(metallic)));
_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0)); _fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
_fragColor2 = vec4(((scattering > 0.0) ? vec3(scattering) : emissive), occlusion); _fragColor2 = vec4(((scattering > 0.0) ? vec3(scattering) : emissive), occlusion);
@ -48,7 +46,6 @@ void packDeferredFragment(vec3 normal, float alpha, vec3 albedo, float roughness
_fragColor3 = vec4(emissive, 1.0); _fragColor3 = vec4(emissive, 1.0);
} }
void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float roughness, float metallic, vec3 fresnel, vec3 lightmap) { void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float roughness, float metallic, vec3 fresnel, vec3 lightmap) {
if (alpha != 1.0) { if (alpha != 1.0) {
discard; discard;
@ -57,11 +54,8 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 albedo, float r
_fragColor0 = vec4(albedo, packLightmappedMetallic(metallic)); _fragColor0 = vec4(albedo, packLightmappedMetallic(metallic));
_fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0)); _fragColor1 = vec4(packNormal(normal), clamp(roughness, 0.0, 1.0));
_fragColor2 = vec4(lightmap, 1.0); _fragColor2 = vec4(lightmap, 1.0);
_fragColor3 = vec4(lightmap * isLightmapEnabled(), 1.0); _fragColor3 = vec4(lightmap * albedo, 1.0);
if (isAlbedoEnabled() > 0.0) {
_fragColor3.rgb *= albedo;
}
} }
void packDeferredFragmentUnlit(vec3 normal, float alpha, vec3 color) { void packDeferredFragmentUnlit(vec3 normal, float alpha, vec3 color) {

View file

@ -20,7 +20,7 @@ struct LightingModel {
vec4 _ShowContourObscuranceSpare2; vec4 _ShowContourObscuranceSpare2;
}; };
uniform lightingModelBuffer { uniform lightingModelBuffer{
LightingModel lightingModel; LightingModel lightingModel;
}; };