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Implement HLSL CFluidPlaneShader

This commit is contained in:
Jack Andersen
2017-08-07 20:43:27 -10:00
parent 3650a58a1e
commit d68d3c26b1
3 changed files with 481 additions and 8 deletions

View File

@@ -480,8 +480,7 @@ CFluidPlaneShader::BuildShader(boo::VulkanDataFactory::Context& ctx, const SFlui
const char* texNames[7] = {};
std::string finalVS, finalFS;
_BuildShader(finalVS, finalFS, nextTex, texNames, info);
const char* uniNames[] = {"FluidPlaneUniform", "FluidPlaneUniform", "LightingUniform"};
return ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), size_t(nextTex), texNames, 3, uniNames,
return ctx.newShaderPipeline(finalVS.c_str(), finalFS.c_str(), s_vtxFmt,
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::SrcAlpha,
info.m_additive ? boo::BlendFactor::One : boo::BlendFactor::InvSrcAlpha,
boo::Primitive::TriStrips, boo::ZTest::LEqual, false, true, false,
@@ -556,4 +555,4 @@ boo::IShaderDataBinding* CFluidPlaneShader::BuildBinding(boo::VulkanDataFactory:
}
#endif
}
}