Added the Glow technique to PBR material so that it can work with the bloom filter.

This commit is contained in:
Nehon 2017-08-08 19:44:55 +02:00
parent 0dc65efc25
commit de009e2ea7

View File

@ -236,7 +236,7 @@ MaterialDef PBR Lighting {
}
}
Technique PreNormalPass {
Technique PreNormalPass {
VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
@ -256,23 +256,24 @@ MaterialDef PBR Lighting {
}
Technique GBuf {
Technique Glow {
VertexShader GLSL100: Common/MatDefs/Light/GBuf.vert
FragmentShader GLSL100: Common/MatDefs/Light/GBuf.frag
VertexShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.vert
FragmentShader GLSL100 GLSL150: Common/MatDefs/Light/Glow.frag
WorldParameters {
WorldViewProjectionMatrix
NormalMatrix
WorldViewMatrix
WorldMatrix
ViewProjectionMatrix
ViewMatrix
}
Defines {
VERTEX_COLOR : UseVertexColor
NORMALMAP : NormalMap
SPECULARMAP : SpecularMap
PARALLAXMAP : ParallaxMap
NEED_TEXCOORD1
HAS_GLOWMAP : GlowMap
HAS_GLOWCOLOR : GlowColor
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
}
}