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WIP - passing uniform into model translucency shader.

Nissim Hadar committed 9 years ago

Commit a8a11851 parent 3d2c8186 files · +14 −5Browse files

Showing the changes to libraries/render-utils/src/RenderDeferredTask.cpp (1 of 6 files). Show all

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libraries/render-utils/src/RenderDeferredTask.cpp+7−1
@@ -312,7 +312,13 @@ void DrawDeferred::run(const RenderContextPointer& renderContext, const Inputs& · 311 unmodified lines
312312
313313 // Setup lighting model for all items;
314314 batch.setUniformBuffer(render::ShapePipeline::Slot::LIGHTING_MODEL, lightingModel->getParametersBuffer());
315− batch.setUniformBuffer(render::ShapePipeline::Slot::HAZE_MODEL, hazeModel->getParametersBuffer());
315+
316+ // Setup haze iff curretn zone has haze
317+ auto hazeStage = args->_scene->getStage<HazeStage>();
318+ if (hazeStage && hazeStage->_currentFrame._hazes.size() > 0) {
319+ model::HazePointer hazePointer = hazeStage->getHaze(hazeStage->_currentFrame._hazes.front());
320+ batch.setUniformBuffer(render::ShapePipeline::Slot::HAZE_MODEL, hazePointer->getHazeParametersBuffer());
321+ }
316322
317323 // From the lighting model define a global shapKey ORED with individiual keys
318324 ShapeKey::Builder keyBuilder;