forked from blender/blender
WIP: uv-simple-select #1
@ -236,6 +236,8 @@ ForEachMacros:
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- LOOP_UNSELECTED_POINTS
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- LOOP_UNSELECTED_POINTS
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- LOOP_VISIBLE_KEYS
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- LOOP_VISIBLE_KEYS
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- LOOP_VISIBLE_POINTS
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- LOOP_VISIBLE_POINTS
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- LIGHT_FOREACH_BEGIN_DIRECTIONAL
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- LIGHT_FOREACH_BEGIN_LOCAL
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- LISTBASE_CIRCULAR_BACKWARD_BEGIN
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- LISTBASE_CIRCULAR_BACKWARD_BEGIN
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- LISTBASE_CIRCULAR_FORWARD_BEGIN
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- LISTBASE_CIRCULAR_FORWARD_BEGIN
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- LISTBASE_FOREACH
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- LISTBASE_FOREACH
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@ -95,8 +95,7 @@ void light_eval(ClosureDiffuse diffuse,
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uv = uv * UTIL_TEX_UV_SCALE + UTIL_TEX_UV_BIAS;
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uv = uv * UTIL_TEX_UV_SCALE + UTIL_TEX_UV_BIAS;
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vec4 ltc_mat = utility_tx_sample(utility_tx, uv, UTIL_LTC_MAT_LAYER);
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vec4 ltc_mat = utility_tx_sample(utility_tx, uv, UTIL_LTC_MAT_LAYER);
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LIGHT_FOREACH_BEGIN_DIRECTIONAL(light_cull_buf, l_idx)
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LIGHT_FOREACH_BEGIN_DIRECTIONAL (light_cull_buf, l_idx) {
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{
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light_eval_ex(diffuse,
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light_eval_ex(diffuse,
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reflection,
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reflection,
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true,
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true,
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@ -113,8 +112,7 @@ void light_eval(ClosureDiffuse diffuse,
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LIGHT_FOREACH_END
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LIGHT_FOREACH_END
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vec2 px = gl_FragCoord.xy;
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vec2 px = gl_FragCoord.xy;
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LIGHT_FOREACH_BEGIN_LOCAL(light_cull_buf, light_zbin_buf, light_tile_buf, px, vP_z, l_idx)
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LIGHT_FOREACH_BEGIN_LOCAL (light_cull_buf, light_zbin_buf, light_tile_buf, px, vP_z, l_idx) {
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{
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light_eval_ex(diffuse,
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light_eval_ex(diffuse,
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reflection,
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reflection,
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false,
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false,
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@ -82,8 +82,7 @@ LightData debug_light_get()
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}
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}
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LIGHT_FOREACH_END
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LIGHT_FOREACH_END
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LIGHT_FOREACH_BEGIN_DIRECTIONAL(light_cull_buf, l_idx)
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LIGHT_FOREACH_BEGIN_DIRECTIONAL (light_cull_buf, l_idx) {
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{
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LightData light = light_buf[l_idx];
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LightData light = light_buf[l_idx];
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if (light.tilemap_index == debug_tilemap_index) {
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if (light.tilemap_index == debug_tilemap_index) {
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return light;
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return light;
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@ -92,14 +92,12 @@ void shadow_tag_usage(vec3 vP, vec3 P, vec2 pixel)
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{
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{
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float dist_to_cam = length(vP);
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float dist_to_cam = length(vP);
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LIGHT_FOREACH_BEGIN_DIRECTIONAL(light_cull_buf, l_idx)
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LIGHT_FOREACH_BEGIN_DIRECTIONAL (light_cull_buf, l_idx) {
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{
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shadow_tag_usage_tilemap(l_idx, P, dist_to_cam, true);
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shadow_tag_usage_tilemap(l_idx, P, dist_to_cam, true);
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}
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}
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LIGHT_FOREACH_END
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LIGHT_FOREACH_END
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LIGHT_FOREACH_BEGIN_LOCAL(light_cull_buf, light_zbin_buf, light_tile_buf, pixel, vP.z, l_idx)
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LIGHT_FOREACH_BEGIN_LOCAL (light_cull_buf, light_zbin_buf, light_tile_buf, pixel, vP.z, l_idx) {
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{
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shadow_tag_usage_tilemap(l_idx, P, dist_to_cam, false);
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shadow_tag_usage_tilemap(l_idx, P, dist_to_cam, false);
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}
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}
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LIGHT_FOREACH_END
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LIGHT_FOREACH_END
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@ -29,8 +29,7 @@ void main()
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bounds.bounding_corners[2].xyz,
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bounds.bounding_corners[2].xyz,
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bounds.bounding_corners[3].xyz);
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bounds.bounding_corners[3].xyz);
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LIGHT_FOREACH_BEGIN_DIRECTIONAL(light_cull_buf, l_idx)
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LIGHT_FOREACH_BEGIN_DIRECTIONAL (light_cull_buf, l_idx) {
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{
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LightData light = light_buf[l_idx];
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LightData light = light_buf[l_idx];
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float local_min = FLT_MAX;
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float local_min = FLT_MAX;
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