Add generalized shader code
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parent
c6344588c2
commit
bb4d4f1bc0
6 changed files with 103 additions and 71 deletions
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@ -718,7 +718,7 @@ int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, c
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{
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pipelineKey.ShaderKey.SpecialEffect = applyData.SpecialEffect;
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pipelineKey.ShaderKey.EffectState = 0;
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pipelineKey.ShaderKey.AlphaTest = false;
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pipelineKey.ShaderKey.Layout.AlphaTest = false;
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}
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else
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{
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@ -727,7 +727,7 @@ int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, c
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pipelineKey.ShaderKey.EffectState = applyData.TextureEnabled ? effectState : SHADER_NoTexture;
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if (r_skipmats && pipelineKey.ShaderKey.EffectState >= 3 && pipelineKey.ShaderKey.EffectState <= 4)
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pipelineKey.ShaderKey.EffectState = 0;
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pipelineKey.ShaderKey.AlphaTest = surfaceUniforms.uAlphaThreshold >= 0.f;
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pipelineKey.ShaderKey.Layout.AlphaTest = surfaceUniforms.uAlphaThreshold >= 0.f;
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}
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int tempTM = (material.mMaterial && material.mMaterial->Source()->isHardwareCanvas()) ? TM_OPAQUE : TM_NORMAL;
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@ -781,7 +781,7 @@ int VulkanRenderDevice::GetLevelMeshPipelineID(const MeshApplyData& applyData, c
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pipelineKey.ShaderKey.LightMode = 1; // Software
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}
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pipelineKey.ShaderKey.UseLevelMesh = true;
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pipelineKey.ShaderKey.Layout.UseLevelMesh = true;
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for (unsigned int i = 0, count = levelMeshPipelineKeys.Size(); i < count; i++)
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{
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