Fix some material nodes on WebGPU
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@@ -55,7 +55,7 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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if (layer && layer->Domain == MaterialDomain::Surface && node->Values.Count() > 0 && node->Values[0].AsBool)
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{
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// Transform world position into main viewport texcoord space
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Value clipPosition = writeLocal(VariantType::Float4, TEXT("mul(float4(input.WorldPosition.xyz, 1), MainViewProjectionMatrix)"), node);
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Value clipPosition = writeLocal(VariantType::Float4, TEXT("PROJECT_POINT(float4(input.WorldPosition.xyz, 1), MainViewProjectionMatrix)"), node);
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Value uvPos = writeLocal(VariantType::Float2, String::Format(TEXT("(({0}.xy / {0}.w) * float2(0.5, -0.5) + float2(0.5, 0.5))"), clipPosition.Value), node);
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// Position
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@@ -263,14 +263,14 @@ void MaterialGenerator::ProcessGroupMaterial(Box* box, Node* node, Value& value)
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// Sample scene depth buffer
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auto sceneDepthTexture = findOrAddSceneTexture(MaterialSceneTextures::SceneDepth);
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auto depthSample = writeLocal(VariantType::Float, String::Format(TEXT("{0}.SampleLevel(SamplerPointClamp, {1}, 0).x"), sceneDepthTexture.ShaderName, screenUVs.Value), node);
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auto depthSample = writeLocal(VariantType::Float, String::Format(TEXT("SAMPLE_RT_DEPTH({0}, {1})"), sceneDepthTexture.ShaderName, screenUVs.Value), node);
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// Linearize raw device depth
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Value sceneDepth;
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linearizeSceneDepth(node, depthSample, sceneDepth);
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// Calculate pixel depth
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auto posVS = writeLocal(VariantType::Float, TEXT("mul(float4(input.WorldPosition.xyz, 1), ViewMatrix).z"), node);
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auto posVS = writeLocal(VariantType::Float, TEXT("PROJECT_POINT(float4(input.WorldPosition.xyz, 1), ViewMatrix).z"), node);
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// Compute depth difference
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auto depthDiff = writeLocal(VariantType::Float, String::Format(TEXT("{0} * ViewFar - {1}"), sceneDepth.Value, posVS.Value), node);
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