diff options
Diffstat (limited to 'src/runtimerender/Qt3DSRenderCustomMaterialShaderGenerator.cpp')
-rw-r--r-- | src/runtimerender/Qt3DSRenderCustomMaterialShaderGenerator.cpp | 22 |
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 |