Revert, the high frequency noise has it's own branch
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16c0736f8b
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@ -221,7 +221,6 @@ Material::Material(const XMLNode *node, bool deprecated)
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else if (s == "splatting")
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{
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m_shader_type = SHADERTYPE_SPLATTING;
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node->get("hf-texture", &m_hf_texture);
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node->get("splatting-texture-1", &m_splatting_texture_1);
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node->get("splatting-texture-2", &m_splatting_texture_2);
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node->get("splatting-texture-3", &m_splatting_texture_3);
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@ -865,17 +864,14 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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}
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m->setTexture(5, tex);
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TexConfig s4tc(false/*srgb*/, false/*premul_alpha*/,
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true/*mesh_tex*/, false/*set_material*/);
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if (m_splatting_texture_4.size() > 0)
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{
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TexConfig s4tc(false/*srgb*/, false/*premul_alpha*/,
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true/*mesh_tex*/, false/*set_material*/);
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tex = stm->getTexture(m_splatting_texture_4, &s4tc);
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}
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m->setTexture(6, tex);
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m->setTexture(7, glossytex);
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tex = stm->getTexture(m_hf_texture, &s4tc);
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m->setTexture(8, tex);
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// Material and shaders
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m->MaterialType = Shaders::getShader(ES_SPLATTING);
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@ -248,9 +248,6 @@ private:
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std::string m_colorization_mask;
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/** If m_splatting is true, indicates the high frequery texture */
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std::string m_hf_texture;
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/** If m_splatting is true, indicates the first splatting texture */
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std::string m_splatting_texture_1;
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@ -223,8 +223,7 @@ SplattingShader::SplattingShader()
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4, "tex_detail0", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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5, "tex_detail1", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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6, "tex_detail2", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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7, "tex_detail3", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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8, "tex_hf", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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7, "tex_detail3", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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} // SplattingShader
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// ============================================================================
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@ -840,10 +839,10 @@ const std::tuple<size_t> DetailMat::RSMTextures = std::tuple<size_t>(0);
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// ----------------------------------------------------------------------------
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const std::tuple<size_t> SplattingMat::FirstPassTextures
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= std::tuple<size_t>(8);
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const std::tuple<size_t, size_t, size_t, size_t, size_t, size_t>
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= std::tuple<size_t>(7);
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const std::tuple<size_t, size_t, size_t, size_t, size_t>
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SplattingMat::SecondPassTextures
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= std::tuple<size_t, size_t, size_t, size_t, size_t, size_t>(1, 3, 4, 5, 6, 7);
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= std::tuple<size_t, size_t, size_t, size_t, size_t>(1, 3, 4, 5, 6);
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std::tuple<> SplattingMat::ShadowTextures;
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const std::tuple<size_t, size_t, size_t, size_t, size_t>
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SplattingMat::RSMTextures
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@ -140,7 +140,7 @@ public:
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}; // InstancedSphereMapShader
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// ============================================================================
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class SplattingShader : public TextureShader<SplattingShader, 9, core::matrix4>
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class SplattingShader : public TextureShader<SplattingShader, 8, core::matrix4>
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{
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public:
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SplattingShader();
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@ -679,7 +679,7 @@ struct SplattingMat
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static const enum Material::ShaderType MaterialType
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= Material::SHADERTYPE_SPLATTING;
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static const std::tuple<size_t> FirstPassTextures;
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static const std::tuple<size_t, size_t, size_t, size_t, size_t, size_t>
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static const std::tuple<size_t, size_t, size_t, size_t, size_t>
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SecondPassTextures;
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static std::tuple<> ShadowTextures;
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static const std::tuple<size_t, size_t, size_t, size_t, size_t>
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@ -461,7 +461,6 @@ void initTextures(GLMesh &mesh, Material::ShaderType mat)
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setTexture(mesh, 5, true, getShaderTypeName(mat));
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setTexture(mesh, 6, false, getShaderTypeName(mat));
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setTexture(mesh, 7, false, getShaderTypeName(mat));
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setTexture(mesh, 8, false, getShaderTypeName(mat));
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break;
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}
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} // initTextures
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