Refactor material shaders generator to use modular features as extensions
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@@ -194,7 +194,7 @@ bool DeferredMaterialShader::Load()
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psDesc.VS = _shader->GetVS("VS", 1);
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_cacheInstanced.Default.Init(psDesc);
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// GBuffer Pass with lightmap (use pixel shader permutation for USE_LIGHTMAP=1)
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// GBuffer Pass with lightmap (pixel shader permutation for USE_LIGHTMAP=1)
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psDesc.VS = _shader->GetVS("VS");
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psDesc.PS = _shader->GetPS("PS_GBuffer", 1);
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_cache.DefaultLightmap.Init(psDesc);
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@@ -210,21 +210,16 @@ bool DeferredMaterialShader::Load()
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psDesc.DepthWriteEnable = false;
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psDesc.DepthTestEnable = true;
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psDesc.DepthFunc = ComparisonFunc::LessEqual;
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if (useTess)
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{
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psDesc.HS = _shader->GetHS("HS", 1);
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psDesc.DS = _shader->GetDS("DS", 1);
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}
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psDesc.VS = _shader->GetVS("VS", 2);
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psDesc.VS = _shader->GetVS("VS");
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psDesc.PS = _shader->GetPS("PS_MotionVectors");
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_cache.MotionVectors.Init(psDesc);
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// Motion Vectors pass with skinning
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psDesc.VS = _shader->GetVS("VS_Skinned", 1);
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psDesc.VS = _shader->GetVS("VS_Skinned");
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_cache.MotionVectorsSkinned.Init(psDesc);
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// Motion Vectors pass with skinning (with per-bone motion blur)
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psDesc.VS = _shader->GetVS("VS_Skinned", 2);
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psDesc.VS = _shader->GetVS("VS_Skinned", 1);
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_cache.MotionVectorsSkinnedPerBone.Init(psDesc);
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// Depth Pass
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