Bladeren bron

Move variable declarations in the right file

Popov72 5 jaren geleden
bovenliggende
commit
8f58ab677b

+ 3 - 25
src/Shaders/ShadersInclude/lightFragment.fx

@@ -1,4 +1,4 @@
-#ifdef LIGHT{X}
+#ifdef LIGHT{X}
     #if defined(SHADOWONLY) || defined(LIGHTMAP) && defined(LIGHTMAPEXCLUDED{X}) && defined(LIGHTMAPNOSPECULAR{X})
         //No light calculation
     #else
@@ -126,31 +126,9 @@
 
     #ifdef SHADOW{X}
         #ifdef SHADOWCSM{X}
-            #ifdef SHADOWCSMDEBUG{X}
-                const vec3 vCascadeColorsMultiplier{X}[8] = vec3[8]
-                (
-                    vec3 ( 1.5, 0.0, 0.0 ),
-                    vec3 ( 0.0, 1.5, 0.0 ),
-                    vec3 ( 0.0, 0.0, 5.5 ),
-                    vec3 ( 1.5, 0.0, 5.5 ),
-                    vec3 ( 1.5, 1.5, 0.0 ),
-                    vec3 ( 1.0, 1.0, 1.0 ),
-                    vec3 ( 0.0, 1.0, 5.5 ),
-                    vec3 ( 0.5, 3.5, 0.75 )
-                );
-                vec3 shadowDebug{X};
-            #endif
-
-            int index{X} = -1;
-
-            float diff{X} = 0.;
-            float frustrumLength{X} = 0.;
-            float previousFrustrumMax{X} = 0.;
-            for (int i = 0; i < SHADOWCSMNUM_CASCADES{X}; i++) {
+            for (int i = 0; i < SHADOWCSMNUM_CASCADES{X}; i++) 
+            {
                 diff{X} = viewFrustumZ{X}[i] - vPositionFromCamera{X}.z;
-                frustrumLength{X} = viewFrustumZ{X}[i] - previousFrustrumMax{X};
-                previousFrustrumMax{X} = viewFrustumZ{X}[i];
-
                 if (diff{X} >= 0.) {
                     index{X} = i;
                     break;

+ 24 - 1
src/Shaders/ShadersInclude/lightFragmentDeclaration.fx

@@ -1,4 +1,4 @@
-#ifdef LIGHT{X}
+#ifdef LIGHT{X}
 	uniform vec4 vLightData{X};
 	uniform vec4 vLightDiffuse{X};
 
@@ -29,6 +29,29 @@
             #else
                 uniform highp sampler2DArray shadowSampler{X};
             #endif
+
+            #ifdef SHADOWCSMDEBUG{X}
+                const vec3 vCascadeColorsMultiplier{X}[8] = vec3[8]
+                (
+                    vec3 ( 1.5, 0.0, 0.0 ),
+                    vec3 ( 0.0, 1.5, 0.0 ),
+                    vec3 ( 0.0, 0.0, 5.5 ),
+                    vec3 ( 1.5, 0.0, 5.5 ),
+                    vec3 ( 1.5, 1.5, 0.0 ),
+                    vec3 ( 1.0, 1.0, 1.0 ),
+                    vec3 ( 0.0, 1.0, 5.5 ),
+                    vec3 ( 0.5, 3.5, 0.75 )
+                );
+                vec3 shadowDebug{X};
+            #endif
+
+            #ifdef SHADOWCSMUSESHADOWMAXZ{X}
+                int index{X} = -1;
+            #else
+                int index{X} = SHADOWCSMNUM_CASCADES{X} - 1;
+            #endif
+
+            float diff{X} = 0.;
         #elif defined(SHADOWCUBE{X})
 			uniform samplerCube shadowSampler{X};
 		#else

+ 24 - 1
src/Shaders/ShadersInclude/lightUboDeclaration.fx

@@ -1,4 +1,4 @@
-#ifdef LIGHT{X}
+#ifdef LIGHT{X}
 	uniform Light{X}
 	{
 		vec4 vLightData;
@@ -41,6 +41,29 @@
 		#else
 			uniform highp sampler2DArray shadowSampler{X};
 		#endif
+
+        #ifdef SHADOWCSMDEBUG{X}
+            const vec3 vCascadeColorsMultiplier{X}[8] = vec3[8]
+            (
+                vec3 ( 1.5, 0.0, 0.0 ),
+                vec3 ( 0.0, 1.5, 0.0 ),
+                vec3 ( 0.0, 0.0, 5.5 ),
+                vec3 ( 1.5, 0.0, 5.5 ),
+                vec3 ( 1.5, 1.5, 0.0 ),
+                vec3 ( 1.0, 1.0, 1.0 ),
+                vec3 ( 0.0, 1.0, 5.5 ),
+                vec3 ( 0.5, 3.5, 0.75 )
+            );
+            vec3 shadowDebug{X};
+        #endif
+
+        #ifdef SHADOWCSMUSESHADOWMAXZ{X}
+            int index{X} = -1;
+        #else
+            int index{X} = SHADOWCSMNUM_CASCADES{X} - 1;
+        #endif
+
+        float diff{X} = 0.;
 	#elif defined(SHADOWCUBE{X})
 		uniform samplerCube shadowSampler{X};		
 	#else