Eevee-Next: World Reflective Light #108149
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@ -108,6 +108,9 @@ void WorldProbePipeline::sync(GPUMaterial *gpumat, int face)
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pass.material_set(manager, gpumat);
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pass.push_constant("world_opacity_fade", 1.0f);
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pass.bind_texture(RBUFS_UTILITY_TEX_SLOT, inst_.pipelines.utility_tx);
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pass.bind_ubo(CAMERA_BUF_SLOT, inst_.camera.ubo_get());
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pass.bind_ubo(RBUFS_BUF_SLOT, &inst_.render_buffers.data);
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pass.bind_image("rp_normal_img", dummy_renderpass_tx_);
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pass.bind_image("rp_light_img", dummy_renderpass_tx_);
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pass.bind_image("rp_diffuse_color_img", dummy_renderpass_tx_);
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@ -118,8 +118,8 @@ void ShadingView::render()
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GPU_framebuffer_bind(combined_fb_);
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GPU_framebuffer_clear_color_depth(combined_fb_, clear_color, 1.0f);
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inst_.pipelines.world.render(render_view_new_);
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inst_.pipelines.world_probe.render();
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inst_.pipelines.world.render(render_view_new_);
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/* TODO(fclem): Move it after the first prepass (and hiz update) once pipeline is stabilized. */
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inst_.lights.set_view(render_view_new_, extent_);
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