IBL indirect lighting test

This commit is contained in:
Robert Beckebans 2016-07-07 03:17:33 +02:00
parent 1e4292e52a
commit 21bdc82d13
11 changed files with 409 additions and 7 deletions

View file

@ -9,6 +9,8 @@ return
-- shaders
"ambient_lighting.ps.hlsl",
"ambient_lighting.vs.hlsl",
"ambient_lighting_IBL.pixel",
"ambient_lighting_IBL.vertex",
"AmbientOcclusion_AO.ps.hlsl",
"AmbientOcclusion_AO.vs.hlsl",
"AmbientOcclusion_blur.ps.hlsl",

View file

@ -0,0 +1,127 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013-2016 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "renderprogs/global.inc"
uniform sampler2D samp0 : register(s0); // texture 1 is the per-surface bump map
uniform sampler2D samp1 : register(s1); // texture 2 is the light falloff texture
uniform sampler2D samp2 : register(s2); // texture 3 is the light projection texture
uniform sampler2D samp3 : register(s3); // texture 4 is the per-surface diffuse map
uniform sampler2D samp4 : register(s4); // texture 5 is the per-surface specular map
uniform samplerCUBE samp7 : register(s7); // texture 0 is the cube map
uniform samplerCUBE samp8 : register(s8); // texture 0 is the cube map
struct PS_IN {
half4 position : VPOS;
half4 texcoord0 : TEXCOORD0_centroid;
half4 texcoord1 : TEXCOORD1_centroid;
half4 texcoord2 : TEXCOORD2_centroid;
half4 texcoord3 : TEXCOORD3_centroid;
half4 texcoord4 : TEXCOORD4_centroid;
half4 texcoord5 : TEXCOORD5_centroid;
half4 texcoord6 : TEXCOORD6_centroid;
half4 color : COLOR0;
};
struct PS_OUT {
half4 color : COLOR;
};
void main( PS_IN fragment, out PS_OUT result ) {
half4 bumpMap = tex2D( samp0, fragment.texcoord0.xy );
// half4 lightFalloff = idtex2Dproj( samp1, fragment.texcoord2 );
// half4 lightProj = idtex2Dproj( samp2, fragment.texcoord3 );
half4 YCoCG = tex2D( samp3, fragment.texcoord1.xy );
half4 specMapSRGB = tex2D( samp4, fragment.texcoord2.xy );
half4 specMap = sRGBAToLinearRGBA( specMapSRGB );
//half3 lightVector = normalize( fragment.texcoord0.xyz );
half3 diffuseMap = sRGBToLinearRGB( ConvertYCoCgToRGB( YCoCG ) );
half3 localNormal;
#if defined(USE_NORMAL_FMT_RGB8)
localNormal.xy = bumpMap.rg - 0.5;
#else
localNormal.xy = bumpMap.wy - 0.5;
#endif
localNormal.z = sqrt( abs( dot( localNormal.xy, localNormal.xy ) - 0.25 ) );
localNormal = normalize( localNormal );
//const half specularPower = 10.0f;
//half hDotN = dot3( normalize( fragment.texcoord6.xyz ), localNormal );
// RB: added abs
//half3 specularContribution = _half3( pow( abs( hDotN ), specularPower ) );
//half3 diffuseColor = diffuseMap * ( rpDiffuseModifier.xyz ) * 1.5f;
//half3 specularColor = specMap.xyz * specularContribution * ( rpSpecularModifier.xyz );
// RB: http://developer.valvesoftware.com/wiki/Half_Lambert
//float halfLdotN = dot3( localNormal, lightVector ) * 0.5 + 0.5;
//halfLdotN *= halfLdotN;
// traditional very dark Lambert light model used in Doom 3
//float ldotN = dot3( localNormal, lightVector );
float3 globalNormal;
globalNormal.x = dot3( localNormal, fragment.texcoord4 );
globalNormal.y = dot3( localNormal, fragment.texcoord5 );
globalNormal.z = dot3( localNormal, fragment.texcoord6 );
float3 globalEye = normalize( fragment.texcoord3.xyz );
float3 reflectionVector = globalNormal * dot3( globalEye, globalNormal );
reflectionVector = ( reflectionVector * 2.0f ) - globalEye;
//half rim = 1.0f - saturate( hDotN );
//half rimPower = 8.0;
//half3 rimColor = sRGBToLinearRGB( half3( 0.125 ) * 1.2 ) * lightColor * pow( rim, rimPower );
float3 diffuseLight = sRGBToLinearRGB( texCUBE( samp7, globalNormal ).rgb ) * diffuseMap.rgb * ( rpDiffuseModifier.xyz ) * 1.0f;
// HACK calculate roughness from D3 gloss maps
float Y = dot( LUMINANCE_SRGB.rgb, specMapSRGB.rgb );
//const float glossiness = clamp( 1.0 - specMapSRGB.r, 0.0, 0.98 );
const float glossiness = clamp( pow( Y, 1.0 / 2.0 ), 0.0, 0.98 );
const float roughness = 1.0 - glossiness;
float mip = roughness * 7.0;
float3 specularLight = sRGBToLinearRGB( texCUBEbias( samp8, float4( reflectionVector, mip ) ).rgb ) * specMap.rgb * ( rpSpecularModifier.xyz ) * 1.0f;
half3 lightColor = sRGBToLinearRGB( rpAmbientColor.rgb );
//result.color.rgb = specularLight;
result.color.rgb = ( diffuseLight + specularLight ) * lightColor * fragment.color.rgb;
//result.color.rgb = localNormal.xyz * 0.5 + 0.5;
//result.color.xyz = ( ( diffuseColor + specularColor ) * halfLdotN * lightColor ) * fragment.color.rgb;
//result.color = ( ( diffuseColor + specularColor ) * halfLdotN * lightColor + rimColor ) * fragment.color.rgba;
result.color.w = fragment.color.a;
}

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@ -0,0 +1,186 @@
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013-2015 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "renderprogs/global.inc"
#if defined( USE_GPU_SKINNING )
uniform matrices_ubo { float4 matrices[408]; };
#endif
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT {
float4 position : POSITION;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 texcoord3 : TEXCOORD3;
float4 texcoord4 : TEXCOORD4;
float4 texcoord5 : TEXCOORD5;
float4 texcoord6 : TEXCOORD6;
float4 color : COLOR0;
};
void main( VS_IN vertex, out VS_OUT result ) {
float4 vNormal = vertex.normal * 2.0 - 1.0;
float4 vTangent = vertex.tangent * 2.0 - 1.0;
float3 vBitangent = cross( vNormal.xyz, vTangent.xyz ) * vTangent.w;
#if defined( USE_GPU_SKINNING )
//--------------------------------------------------------------
// GPU transformation of the normal / tangent / bitangent
//
// multiplying with 255.1 give us the same result and is faster than floor( w * 255 + 0.5 )
//--------------------------------------------------------------
const float w0 = vertex.color2.x;
const float w1 = vertex.color2.y;
const float w2 = vertex.color2.z;
const float w3 = vertex.color2.w;
float4 matX, matY, matZ; // must be float4 for vec4
int joint = int(vertex.color.x * 255.1 * 3.0);
matX = matrices[int(joint+0)] * w0;
matY = matrices[int(joint+1)] * w0;
matZ = matrices[int(joint+2)] * w0;
joint = int(vertex.color.y * 255.1 * 3.0);
matX += matrices[int(joint+0)] * w1;
matY += matrices[int(joint+1)] * w1;
matZ += matrices[int(joint+2)] * w1;
joint = int(vertex.color.z * 255.1 * 3.0);
matX += matrices[int(joint+0)] * w2;
matY += matrices[int(joint+1)] * w2;
matZ += matrices[int(joint+2)] * w2;
joint = int(vertex.color.w * 255.1 * 3.0);
matX += matrices[int(joint+0)] * w3;
matY += matrices[int(joint+1)] * w3;
matZ += matrices[int(joint+2)] * w3;
float3 normal;
normal.x = dot3( matX, vNormal );
normal.y = dot3( matY, vNormal );
normal.z = dot3( matZ, vNormal );
normal = normalize( normal );
float3 tangent;
tangent.x = dot3( matX, vTangent );
tangent.y = dot3( matY, vTangent );
tangent.z = dot3( matZ, vTangent );
tangent = normalize( tangent );
float3 bitangent;
bitangent.x = dot3( matX, vBitangent );
bitangent.y = dot3( matY, vBitangent );
bitangent.z = dot3( matZ, vBitangent );
bitangent = normalize( bitangent );
float4 modelPosition;
modelPosition.x = dot4( matX, vertex.position );
modelPosition.y = dot4( matY, vertex.position );
modelPosition.z = dot4( matZ, vertex.position );
modelPosition.w = 1.0;
#else
float4 modelPosition = vertex.position;
float3 normal = vNormal.xyz;
float3 tangent = vTangent.xyz;
float3 bitangent = vBitangent.xyz;
#endif
result.position.x = dot4( modelPosition, rpMVPmatrixX );
result.position.y = dot4( modelPosition, rpMVPmatrixY );
result.position.z = dot4( modelPosition, rpMVPmatrixZ );
result.position.w = dot4( modelPosition, rpMVPmatrixW );
float4 defaultTexCoord = float4( 0.0f, 0.5f, 0.0f, 1.0f );
//calculate vector to light
//float4 toLight = rpLocalLightOrigin;
float4 toLight = normalize( float4( 0.0f, 0.5f, 1.0f, 1.0f ) );
//--------------------------------------------------------------
//# textures 0 takes the base coordinates by the texture matrix
result.texcoord0 = defaultTexCoord;
result.texcoord0.x = dot4( vertex.texcoord.xy, rpBumpMatrixS );
result.texcoord0.y = dot4( vertex.texcoord.xy, rpBumpMatrixT );
//# textures 1 takes the base coordinates by the texture matrix
result.texcoord1 = defaultTexCoord;
result.texcoord1.x = dot4( vertex.texcoord.xy, rpDiffuseMatrixS );
result.texcoord1.y = dot4( vertex.texcoord.xy, rpDiffuseMatrixT );
//# textures 2 takes the base coordinates by the texture matrix
result.texcoord2 = defaultTexCoord;
result.texcoord2.x = dot4( vertex.texcoord.xy, rpSpecularMatrixS );
result.texcoord2.y = dot4( vertex.texcoord.xy, rpSpecularMatrixT );
//# calculate normalized vector to viewer in R1
float4 toEye = normalize( rpLocalViewOrigin - modelPosition );
result.texcoord3.x = dot3( toEye, rpModelMatrixX );
result.texcoord3.y = dot3( toEye, rpModelMatrixY );
result.texcoord3.z = dot3( toEye, rpModelMatrixZ );
result.texcoord4.x = dot3( tangent, rpModelMatrixX );
result.texcoord5.x = dot3( tangent, rpModelMatrixY );
result.texcoord6.x = dot3( tangent, rpModelMatrixZ );
result.texcoord4.y = dot3( bitangent, rpModelMatrixX );
result.texcoord5.y = dot3( bitangent, rpModelMatrixY );
result.texcoord6.y = dot3( bitangent, rpModelMatrixZ );
result.texcoord4.z = dot3( normal, rpModelMatrixX );
result.texcoord5.z = dot3( normal, rpModelMatrixY );
result.texcoord6.z = dot3( normal, rpModelMatrixZ );
#if defined( USE_GPU_SKINNING )
// for joint transformation of the tangent space, we use color and
// color2 for weighting information, so hopefully there aren't any
// effects that need vertex color...
result.color = float4( 1.0f, 1.0f, 1.0f, 1.0f );
#else
//# generate the vertex color, which can be 1.0, color, or 1.0 - color
//# for 1.0 : env[16] = 0, env[17] = 1
//# for color : env[16] = 1, env[17] = 0
//# for 1.0-color : env[16] = -1, env[17] = 1
result.color = ( swizzleColor( vertex.color ) * rpVertexColorModulate ) + rpVertexColorAdd;
#endif
}

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@ -44,7 +44,7 @@ If you have questions concerning this license or the applicable additional terms
#include "Color/ColorSpace.h"
idCVar image_highQualityCompression( "image_highQualityCompression", "0", CVAR_BOOL, "Use high quality (slow) compression" );
idCVar r_useHighQualitySky( "r_useHighQualitySky", "0", CVAR_BOOL | CVAR_ARCHIVE, "Use high quality skyboxes" );
idCVar r_useHighQualitySky( "r_useHighQualitySky", "1", CVAR_BOOL | CVAR_ARCHIVE, "Use high quality skyboxes" );
/*
========================
@ -360,13 +360,37 @@ void idBinaryImage::LoadCubeFromMemory( int width, const byte* pics[6], int numL
{
img.Alloc( padSize * padSize / 2 );
idDxtEncoder dxt;
dxt.CompressImageDXT1Fast( padSrc, img.data, padSize, padSize );
if( image_highQualityCompression.GetBool() )
{
commonLocal.LoadPacifierBinarizeInfo( va( "(%d x %d) - DXT1HQ", width, width ) );
dxt.CompressImageDXT1HQ( padSrc, img.data, padSize, padSize );
}
else
{
commonLocal.LoadPacifierBinarizeInfo( va( "(%d x %d) - DXT1Fast", width, width ) );
dxt.CompressImageDXT1Fast( padSrc, img.data, padSize, padSize );
}
}
else if( textureFormat == FMT_DXT5 )
{
img.Alloc( padSize * padSize );
idDxtEncoder dxt;
dxt.CompressImageDXT5Fast( padSrc, img.data, padSize, padSize );
if( image_highQualityCompression.GetBool() )
{
commonLocal.LoadPacifierBinarizeInfo( va( "(%d x %d) - DXT5HQ", width, width ) );
dxt.CompressImageDXT5HQ( padSrc, img.data, padSize, padSize );
}
else
{
commonLocal.LoadPacifierBinarizeInfo( va( "(%d x %d) - DXT5Fast", width, width ) );
dxt.CompressImageDXT5Fast( padSrc, img.data, padSize, padSize );
}
}
else
{

View file

@ -216,6 +216,8 @@ typedef enum
TD_COVERAGE, // coverage map for fill depth pass when YCoCG is used
TD_DEPTH, // depth buffer copy for motion blur
// RB begin
TD_HIGHQUALITY_CUBE, // motorsep - Uncompressed cubemap texture (RGB colorspace)
TD_LOWQUALITY_CUBE, // motorsep - Compressed cubemap texture (RGB colorspace DXT5)
TD_SHADOW_ARRAY, // 2D depth buffer array for shadow mapping
TD_RGBA16F,
TD_RGBA32F,
@ -545,6 +547,9 @@ public:
idImage* currentNormalsImage; // cheap G-Buffer replacement, holds normals and surface roughness
idImage* ambientOcclusionImage[2]; // contain AO and bilateral filtering keys
idImage* hierarchicalZbufferImage; // zbuffer with mip maps to accelerate screen space ray tracing
idImage* defaultUACIrradianceCube;
idImage* defaultUACRadianceCube;
// RB end
idImage* scratchImage;
idImage* scratchImage2;
@ -553,7 +558,7 @@ public:
idImage* currentDepthImage; // for motion blur
idImage* originalCurrentRenderImage; // currentRenderImage before any changes for stereo rendering
idImage* loadingIconImage; // loading icon must exist always
idImage* hellLoadingIconImage; // loading icon must exist always
idImage* hellLoadingIconImage; // loading icon must exist always
//--------------------------------------------------------

View file

@ -891,6 +891,9 @@ void idImageManager::CreateIntrinsicImages()
loadingIconImage = ImageFromFile( "textures/loadingicon2", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D );
hellLoadingIconImage = ImageFromFile( "textures/loadingicon3", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D );
defaultUACIrradianceCube = ImageFromFile( "env/testmap_1_amb", TF_DEFAULT, TR_CLAMP, TD_HIGHQUALITY_CUBE, CF_NATIVE );
defaultUACRadianceCube = ImageFromFile( "env/testmap_1_spec", TF_DEFAULT, TR_CLAMP, TD_HIGHQUALITY_CUBE, CF_NATIVE );
release_assert( loadingIconImage->referencedOutsideLevelLoad );
release_assert( hellLoadingIconImage->referencedOutsideLevelLoad );
}

View file

@ -169,6 +169,17 @@ ID_INLINE void idImage::DeriveOpts()
case TD_LOOKUP_TABLE_RGBA:
opts.format = FMT_RGBA8;
break;
// motorsep 05-17-2015; added this for uncompressed cubemap/skybox textures
case TD_HIGHQUALITY_CUBE:
opts.colorFormat = CFM_DEFAULT;
opts.format = FMT_RGBA8;
opts.gammaMips = true;
break;
case TD_LOWQUALITY_CUBE:
opts.colorFormat = CFM_DEFAULT; // CFM_YCOCG_DXT5;
opts.format = FMT_DXT5;
opts.gammaMips = true;
break;
default:
assert( false );
opts.format = FMT_RGBA8;

View file

@ -72,6 +72,8 @@ typedef struct mtrParsingData_s
bool forceOverlays;
} mtrParsingData_t;
extern idCVar r_useHighQualitySky;
idCVar r_forceSoundOpAmplitude( "r_forceSoundOpAmplitude", "0", CVAR_FLOAT, "Don't call into the sound system for amplitudes" );
/*
@ -1555,8 +1557,16 @@ void idMaterial::ParseStage( idLexer& src, const textureRepeat_t trpDefault )
{
continue;
}
if( !token.Icmp( "uncompressed" ) )
if( !token.Icmp( "uncompressedCubeMap" ) )
{
if( r_useHighQualitySky.GetBool() )
{
td = TD_HIGHQUALITY_CUBE; // motorsep 05-17-2015; token to mark cubemap/skybox to be uncompressed texture
}
else
{
td = TD_LOWQUALITY_CUBE;
}
continue;
}
if( !token.Icmp( "nopicmip" ) )

View file

@ -687,9 +687,7 @@ void idRenderBackend::PrepareStageTexturing( const shaderStage_t* pStage, const
}
else if( pStage->texture.texgen == TG_SKYBOX_CUBE )
{
renderProgManager.BindShader_SkyBox();
}
else if( pStage->texture.texgen == TG_WOBBLESKY_CUBE )
{
@ -1202,6 +1200,9 @@ const int INTERACTION_TEXUNIT_PROJECTION = 4;
const int INTERACTION_TEXUNIT_SHADOWMAPS = 5;
const int INTERACTION_TEXUNIT_JITTER = 6;
const int INTERACTION_TEXUNIT_AMBIENT_CUBE1 = 7;
const int INTERACTION_TEXUNIT_SPECULAR_CUBE1 = 8;
/*
==================
idRenderBackend::SetupInteractionStage
@ -2051,6 +2052,23 @@ void idRenderBackend::AmbientPass( const drawSurf_t* const* drawSurfs, int numDr
else
#endif
{
#if 1
// draw Quake 4 style ambient
if( drawSurf->jointCache )
{
renderProgManager.BindShader_ImageBasedLightingSkinned();
}
else
{
renderProgManager.BindShader_ImageBasedLighting();
}
GL_SelectTexture( INTERACTION_TEXUNIT_AMBIENT_CUBE1 );
globalImages->defaultUACIrradianceCube->Bind();
GL_SelectTexture( INTERACTION_TEXUNIT_SPECULAR_CUBE1 );
globalImages->defaultUACRadianceCube->Bind();
#else
// draw Quake 4 style ambient
if( drawSurf->jointCache )
{
@ -2060,6 +2078,7 @@ void idRenderBackend::AmbientPass( const drawSurf_t* const* drawSurfs, int numDr
{
renderProgManager.BindShader_AmbientLighting();
}
#endif
}
}

View file

@ -109,6 +109,8 @@ void idRenderProgManager::Init()
{ BUILTIN_VERTEX_COLOR, "vertex_color.vfp", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_AMBIENT_LIGHTING, "ambient_lighting", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_AMBIENT_LIGHTING_SKINNED, "ambient_lighting", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_AMBIENT_LIGHTING_IBL, "ambient_lighting_IBL", "", 0, false false, SHADER_STAGE_DEFAULT, LAYOUT_DRA },
{ BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED, "ambient_lighting_IBL", "_skinned", BIT( USE_GPU_SKINNING ), true false, SHADER_STAGE_DEFAULT, LAYOUT_DRA },
{ BUILTIN_SMALL_GEOMETRY_BUFFER, "gbuffer", "", 0, false, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
{ BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED, "gbuffer", "_skinned", BIT( USE_GPU_SKINNING ), true, SHADER_STAGE_DEFAULT, LAYOUT_DRAW_VERT },
// RB end
@ -242,6 +244,7 @@ void idRenderProgManager::Init()
renderProgs[builtinShaders[BUILTIN_FOG_SKINNED]].usesJoints = true;
// RB begin
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_SPOT_SKINNED]].usesJoints = true;
renderProgs[builtinShaders[BUILTIN_INTERACTION_SHADOW_MAPPING_POINT_SKINNED]].usesJoints = true;

View file

@ -290,6 +290,16 @@ public:
BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING_SKINNED );
}
void BindShader_ImageBasedLighting()
{
BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING_IBL );
}
void BindShader_ImageBasedLightingSkinned()
{
BindShader_Builtin( BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED );
}
void BindShader_SmallGeometryBuffer()
{
BindShader_Builtin( BUILTIN_SMALL_GEOMETRY_BUFFER );
@ -647,6 +657,8 @@ private:
BUILTIN_VERTEX_COLOR,
BUILTIN_AMBIENT_LIGHTING,
BUILTIN_AMBIENT_LIGHTING_SKINNED,
BUILTIN_AMBIENT_LIGHTING_IBL,
BUILTIN_AMBIENT_LIGHTING_IBL_SKINNED,
BUILTIN_SMALL_GEOMETRY_BUFFER,
BUILTIN_SMALL_GEOMETRY_BUFFER_SKINNED,
// RB end