Hook up HWWall and use the real main.fp shader for the level mesh

This commit is contained in:
Magnus Norddahl 2023-10-27 20:21:48 +02:00
commit d0d964ae42
8 changed files with 207 additions and 116 deletions

View file

@ -687,7 +687,7 @@ void VulkanRenderDevice::DrawLevelMesh(const HWViewpointUniforms& viewpoint)
pipelineKey.NumTextureLayers = 0;
pipelineKey.NumTextureLayers = max(pipelineKey.NumTextureLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS);// Always force minimum 8 textures as the shader requires it
pipelineKey.ShaderKey.SpecialEffect = EFF_NONE;
pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
pipelineKey.ShaderKey.EffectState = SHADER_Default;
pipelineKey.ShaderKey.AlphaTest = false;
pipelineKey.ShaderKey.SWLightRadial = true;
pipelineKey.ShaderKey.LightMode = 1; // Software