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fix: fix Lighting.hlsl warnings #643

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Oct 14, 2024
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39 changes: 19 additions & 20 deletions package/Shaders/Lighting.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -1068,27 +1068,26 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace

# if defined(LANDSCAPE)
float mipLevels[6];
float sh0;
float pixelOffset;
# else
float mipLevel = 0;
# endif // LANDSCAPE
float sh0 = 0;
float pixelOffset = 0;

# if defined(EMAT)
# if defined(EMAT)
# if defined(LANDSCAPE)
DisplacementParams displacementParams[6];
displacementParams[0].DisplacementScale = 1.f;
displacementParams[0].DisplacementOffset = 0.f;
displacementParams[0].HeightScale = 1.f;
# endif
# else
float mipLevel;
float sh0;
float pixelOffset;

# if defined(EMAT)
# else
DisplacementParams displacementParams;
displacementParams.DisplacementScale = 1.f;
displacementParams.DisplacementOffset = 0.f;
displacementParams.HeightScale = 1.f;
# endif
# endif // LANDSCAPE

# endif

float3 entryNormal = 0;
float3 entryNormalTS = 0;
Expand Down Expand Up @@ -1246,7 +1245,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace

float4 baseColor = 0;
float4 normal = 0;
float4 glossiness = 0;
float glossiness = 0;

float4 rawRMAOS = 0;

Expand Down Expand Up @@ -1627,7 +1626,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
baseColor.xyz = GetWorldMapBaseColor(rawBaseColor.xyz, baseColor.xyz, projWeight);
# endif // WORLD_MAP

float3 worldSpaceNormal = modelNormal;
float3 worldSpaceNormal = modelNormal.xyz;

# if !defined(DRAW_IN_WORLDSPACE)
[flatten] if (!input.WorldSpace)
Expand Down Expand Up @@ -1791,11 +1790,11 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
(dot(input.WorldPosition, input.WorldPosition) < wetnessEffectsSettings.RaindropFxRange * wetnessEffectsSettings.RaindropFxRange)) {
if (wetnessOcclusion > 0.0)
# if defined(SKINNED)
raindropInfo = WetnessEffects::GetRainDrops(input.ModelPosition, wetnessEffectsSettings.Time, worldSpaceNormal);
raindropInfo = WetnessEffects::GetRainDrops(input.ModelPosition.xyz, wetnessEffectsSettings.Time, worldSpaceNormal);
# elif defined(DEFERRED)
raindropInfo = WetnessEffects::GetRainDrops(input.WorldPosition + CameraPosAdjust[eyeIndex], wetnessEffectsSettings.Time, worldSpaceNormal);
raindropInfo = WetnessEffects::GetRainDrops(input.WorldPosition.xyz + CameraPosAdjust[eyeIndex].xyz, wetnessEffectsSettings.Time, worldSpaceNormal);
# else
raindropInfo = WetnessEffects::GetRainDrops(!FrameParams.y ? input.ModelPosition : input.WorldPosition + CameraPosAdjust[eyeIndex], wetnessEffectsSettings.Time, worldSpaceNormal);
raindropInfo = WetnessEffects::GetRainDrops(!FrameParams.y ? input.ModelPosition.xyz : input.WorldPosition.xyz + CameraPosAdjust[eyeIndex].xyz, wetnessEffectsSettings.Time, worldSpaceNormal);
# endif
}

Expand Down Expand Up @@ -1873,7 +1872,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
}
# if !defined(DEFERRED)
else if (!InInterior && inWorld) {
dirLightColorMultiplier *= GetLightingShadow(screenNoise, input.WorldPosition, eyeIndex);
dirLightColorMultiplier *= GetLightingShadow(screenNoise, input.WorldPosition.xyz, eyeIndex);
}
# endif

Expand Down Expand Up @@ -1916,7 +1915,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
if (dirLightAngle > 0.0)
# endif
{
dirDetailShadow = ScreenSpaceShadows::GetScreenSpaceShadow(input.Position, screenUV, screenNoise, viewPosition, eyeIndex);
dirDetailShadow = ScreenSpaceShadows::GetScreenSpaceShadow(input.Position.xyz, screenUV, screenNoise, viewPosition, eyeIndex);
# if defined(TREE_ANIM)
PerGeometry sD = SharedPerShadow[0];
dirDetailShadow = lerp(1.0, dirDetailShadow, saturate(viewPosition.z / sqrt(sD.ShadowLightParam.z)));
Expand Down Expand Up @@ -2268,7 +2267,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace

# if defined(SKYLIGHTING)
float skylightingDiffuse = shFuncProductIntegral(skylightingSH, shEvaluateCosineLobe(float3(worldSpaceNormal.xy, worldSpaceNormal.z * 0.5 + 0.5))) / shPI;
skylightingDiffuse = lerp(1.0, skylightingDiffuse, Skylighting::getFadeOutFactor(input.WorldPosition));
skylightingDiffuse = lerp(1.0, skylightingDiffuse, Skylighting::getFadeOutFactor(input.WorldPosition.xyz));
skylightingDiffuse = Skylighting::mixDiffuse(skylightingSettings, skylightingDiffuse);
# if !defined(TRUE_PBR)
directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor) / Color::LightPreMult;
Expand All @@ -2293,7 +2292,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace
float viewNormalAngle = dot(worldSpaceNormal.xyz, viewDirection);
float3 envSamplingPoint = (viewNormalAngle * 2) * modelNormal.xyz - viewDirection;
float4 envColorBase = TexEnvSampler.Sample(SampEnvSampler, envSamplingPoint);
float3 envColor = envColorBase * envMask;
float3 envColor = envColorBase.xyz * envMask;
# if defined(DYNAMIC_CUBEMAPS)
float3 F0 = 0.0;
float envRoughness = 1.0;
Expand Down
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