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Looks like they've added some lighting system that adds code to shaders based on a #require directive. This seems to contain most of the logic on what code to add to vertex and fragment shaders.
This lighting system also looks to be using something similar to sample2DShadow or samplerCubeArrayShadow, which might require some changes to FBO and other things...
#define DECLARE_SAMPLER2D_PARAMETER(t) Texture2D t, SamplerState t ## SamplerState
#define MAKE_SAMPLER2D_ARGUMENT(t) t, t ## SamplerState
#define DECLARE_SAMPLER2D_COMPARE_PARAMETER(t) Texture2D t, SamplerComparisonState t ## SamplerComparisonState
#define MAKE_SAMPLER2D_COMPARE_ARGUMENT(t) t, t ## SamplerComparisonState
#define texSample2D(s, u) s.Sample(s ## SamplerState, u)
#define texSample2DLod(s, u, m) s.SampleLevel(s ## SamplerState, u, m)
#define texSample2DCompare(s, u, d) s.SampleCmpLevelZero(s ## SamplerComparisonState, u, d)
The text was updated successfully, but these errors were encountered:
Looks like they've added some lighting system that adds code to shaders based on a #require directive. This seems to contain most of the logic on what code to add to vertex and fragment shaders.
This lighting system also looks to be using something similar to sample2DShadow or samplerCubeArrayShadow, which might require some changes to FBO and other things...
The text was updated successfully, but these errors were encountered: