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fix pass type guards in code included by custom graph nodes

/main
Lasse Jon Fuglsang Pedersen 5 年前
当前提交
a8272557
共有 3 个文件被更改,包括 5 次插入2 次删除
  1. 2
      ShaderLibrary/Nodes_Common/IsForwardPass.hlsl
  2. 2
      ShaderLibrary/Nodes_Common/LoadNormalBuffer.hlsl
  3. 3
      ShaderLibrary/Nodes_Teeth/TeethAttenuation.hlsl

2
ShaderLibrary/Nodes_Common/IsForwardPass.hlsl


void IsForwardPass_float(out bool Out)
{
#if (SHADERPASS == SHADERPASS_FORWARD)
#if defined(SHADERPASS) && (SHADERPASS == SHADERPASS_FORWARD)
Out = true;
#else
Out = false;

2
ShaderLibrary/Nodes_Common/LoadNormalBuffer.hlsl


#ifndef __LOADNORMALBUFFER_H__
#define __LOADNORMALBUFFER_H__
#if (SHADERPASS == SHADERPASS_FORWARD)
#if defined(SHADERPASS) && (SHADERPASS == SHADERPASS_FORWARD)
void LoadNormalBuffer_float(in float2 positionSS, out float3 normalWS, out float smoothness)
{
NormalData normalData;

3
ShaderLibrary/Nodes_Teeth/TeethAttenuation.hlsl


#elif defined(TEETH_DATA_VARIABLE_32)
#define SPHERICALPOLYGON_MAX_VERTS 32
#define SPHERICALPOLYGON_NUM_VERTS _TeethVertexCount
#else
#define SPHERICALPOLYGON_MAX_VERTS 3
#define SPHERICALPOLYGON_NUM_VERTS 3
#endif
uniform float4 _TeethParams;// x = lit potential min, y = lit potential max

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