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Diffstat (limited to 'src/runtimerender/Qt3DSRenderCustomMaterialShaderGenerator.cpp')
-rw-r--r--src/runtimerender/Qt3DSRenderCustomMaterialShaderGenerator.cpp22
1 files changed, 13 insertions, 9 deletions
diff --git a/src/runtimerender/Qt3DSRenderCustomMaterialShaderGenerator.cpp b/src/runtimerender/Qt3DSRenderCustomMaterialShaderGenerator.cpp
index 1391565..1b0b304 100644
--- a/src/runtimerender/Qt3DSRenderCustomMaterialShaderGenerator.cpp
+++ b/src/runtimerender/Qt3DSRenderCustomMaterialShaderGenerator.cpp
@@ -755,7 +755,8 @@ struct SShaderGenerator : public ICustomMaterialShaderGenerator
NVRenderTexture2D *inDepthTexture, NVRenderTexture2D *inSSaoTexture,
SImage *inLightProbe, SImage *inLightProbe2, QT3DSF32 inProbeHorizon,
QT3DSF32 inProbeBright, QT3DSF32 inProbe2Window, QT3DSF32 inProbe2Pos,
- QT3DSF32 inProbe2Fade, QT3DSF32 inProbeFOV)
+ QT3DSF32 inProbe2Fade, QT3DSF32 inProbeFOV,
+ const QT3DSVec2 &alphaOpRef)
{
ICustomMaterialSystem &theMaterialSystem(m_RenderContext.GetCustomMaterialSystem());
SShaderGeneratorGeneratedShader &theShader(GetShaderForProgram(inProgram));
@@ -858,12 +859,13 @@ struct SShaderGenerator : public ICustomMaterialShaderGenerator
}
void SetMaterialProperties(NVRenderShaderProgram &inProgram,
- const SGraphObject &inMaterial, const QT3DSVec2 &inCameraVec,
- const QT3DSMat44 &inModelViewProjection,
- const QT3DSMat33 &inNormalMatrix,
- const QT3DSMat44 &inGlobalTransform,
- SRenderableImage *inFirstImage, QT3DSF32 inOpacity,
- SLayerGlobalRenderProperties inRenderProperties) override
+ const SGraphObject &inMaterial, const QT3DSVec2 &inCameraVec,
+ const QT3DSMat44 &inModelViewProjection,
+ const QT3DSMat33 &inNormalMatrix,
+ const QT3DSMat44 &inGlobalTransform,
+ SRenderableImage *inFirstImage, QT3DSF32 inOpacity,
+ SLayerGlobalRenderProperties inRenderProperties,
+ const QT3DSVec2 &alphaOpRef) override
{
const SCustomMaterial &theCustomMaterial(
reinterpret_cast<const SCustomMaterial &>(inMaterial));
@@ -880,7 +882,8 @@ struct SShaderGenerator : public ICustomMaterialShaderGenerator
inRenderProperties.m_LightProbe, inRenderProperties.m_LightProbe2,
inRenderProperties.m_ProbeHorizon, inRenderProperties.m_ProbeBright,
inRenderProperties.m_Probe2Window, inRenderProperties.m_Probe2Pos,
- inRenderProperties.m_Probe2Fade, inRenderProperties.m_ProbeFOV);
+ inRenderProperties.m_Probe2Fade, inRenderProperties.m_ProbeFOV,
+ alphaOpRef);
}
void GenerateLightmapIndirectFunc(IShaderStageGenerator &inFragmentShader,
@@ -1207,7 +1210,8 @@ struct SShaderGenerator : public ICustomMaterialShaderGenerator
m_GeneratedShaderString.assign(nonNull(inShaderPrefix));
m_GeneratedShaderString.append(inCustomMaterialName);
SShaderDefaultMaterialKey theKey(Key());
- theKey.ToString(m_GeneratedShaderString, m_DefaultMaterialShaderKeyProperties);
+ theKey.ToString(m_GeneratedShaderString, m_DefaultMaterialShaderKeyProperties,
+ SShaderDefaultMaterialKeyProperties::DefaultKey);
// Add hash of the shader code to the cache key so that custom materials with the same name
// can have different shaders and the shaders are recompiled when the code is changed