Fix SSAO not working in gl_levelmesh
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db5f47d14f
3 changed files with 7 additions and 6 deletions
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@ -73,8 +73,6 @@ void MeshBuilder::Apply()
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state.material = mMaterial;
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state.textureMatrix = mTextureMatrix;
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state.surfaceUniforms.uVertexNormal = FVector4(0.0f, 0.0f, 0.0f, 0.0f); // Grr, this should be part of the vertex!!
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mDrawLists = &mSortedLists[state];
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}
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@ -739,10 +739,6 @@ 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.UseShadowmap = gl_light_shadows == 1;
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pipelineKey.ShaderKey.UseRaytrace = gl_light_shadows == 2;
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pipelineKey.ShaderKey.GBufferPass = false;
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pipelineKey.ShaderKey.UseLevelMesh = true;
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for (unsigned int i = 0, count = levelMeshPipelineKeys.Size(); i < count; i++)
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@ -898,7 +898,13 @@ void VkRenderState::GetQueryResults(int queryStart, int queryCount, TArray<bool>
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void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPipelineKey pipelineKey, bool noFragmentShader)
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{
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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.GBufferPass = mRenderTarget.DrawBuffers > 1;
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// State overridden by the renderstate drawing the mesh
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pipelineKey.DepthTest = mDepthTest;
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pipelineKey.DepthWrite = mDepthTest && mDepthWrite;
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pipelineKey.DepthClamp = mDepthClamp;
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@ -909,6 +915,7 @@ void VkRenderState::ApplyLevelMeshPipeline(VulkanCommandBuffer* cmdbuffer, VkPip
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pipelineKey.CullMode = mCullMode;
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if (!mTextureEnabled)
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pipelineKey.ShaderKey.EffectState = SHADER_NoTexture;
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mPipelineKey = pipelineKey;
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PushConstants pushConstants = {};
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