add portals/midtextures to ray-traced dynamic lights
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728b6c0039
15 changed files with 168 additions and 178 deletions
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@ -303,7 +303,8 @@ void VkRenderState::ApplyRenderPass(int dt)
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}
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
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pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
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pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
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@ -1066,7 +1067,8 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
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// Global state that don't require rebuilding the mesh
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pipelineKey.ShaderKey.NoFragmentShader = noFragmentShader;
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pipelineKey.ShaderKey.UseShadowmap = gl_light_shadows == 1;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows >= 2;
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pipelineKey.ShaderKey.UseRaytracePrecise = gl_light_shadows >= 3;
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pipelineKey.ShaderKey.GBufferPass = mRenderTarget.DrawBuffers > 1;
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// State overridden by the renderstate drawing the mesh
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