diff --git a/WickedEngine/objectHF.hlsli b/WickedEngine/objectHF.hlsli index 7fbc303fa..c09da101a 100644 --- a/WickedEngine/objectHF.hlsli +++ b/WickedEngine/objectHF.hlsli @@ -159,46 +159,46 @@ inline void DirectionalLight(in float3 P, in float3 N, in float3 V, in float4 sp float2 ScreenCoord = float2(1, -1) * input.pos2D.xy / input.pos2D.w / 2.0f + 0.5f; \ float2 ScreenCoordPrev = float2(1, -1)*input.pos2DPrev.xy / input.pos2DPrev.w / 2.0f + 0.5f; -#define OBJECT_PS_DITHER \ - clip(dither(input.pos.xy) - input.dither); \ +#define OBJECT_PS_DITHER \ + clip(dither(input.pos.xy) - input.dither); -#define OBJECT_PS_NORMALMAPPING \ +#define OBJECT_PS_NORMALMAPPING \ NormalMapping(UV, V, N, bumpColor); -#define OBJECT_PS_SPECULARMAPPING \ +#define OBJECT_PS_SPECULARMAPPING \ SpecularMapping(UV, specularColor); -#define OBJECT_PS_ENVIRONMENTMAPPING \ +#define OBJECT_PS_ENVIRONMENTMAPPING \ EnvironmentReflection(N, V, P, roughness, metalness, specularColor, baseColor); -#define OBJECT_PS_PLANARREFLECTIONS \ +#define OBJECT_PS_PLANARREFLECTIONS \ PlanarReflection(input.tex, refUV, N, baseColor); -#define OBJECT_PS_REFRACTION \ +#define OBJECT_PS_REFRACTION \ Refraction(ScreenCoord, input.nor2D, bumpColor, baseColor); -#define OBJECT_PS_DEGAMMA \ +#define OBJECT_PS_DEGAMMA \ baseColor = pow(abs(baseColor), GAMMA); -#define OBJECT_PS_GAMMA \ +#define OBJECT_PS_GAMMA \ baseColor = pow(abs(baseColor*(1 + g_xMat_emissive)), INV_GAMMA); -#define OBJECT_PS_FOG \ +#define OBJECT_PS_FOG \ baseColor.rgb = applyFog(baseColor.rgb, getFog(getLinearDepth(depth))); -#define OBJECT_PS_DIRECTIONALLIGHT \ +#define OBJECT_PS_DIRECTIONALLIGHT \ DirectionalLight(P, N, V, specularColor, baseColor); -#define OBJECT_PS_OUT_GBUFFER \ - bool unshaded = g_xMat_shadeless; \ - float properties = unshaded ? RT_UNSHADED : 0.0f; \ - PixelOutputType Out = (PixelOutputType)0; \ - Out.col = float4(baseColor.rgb*(1 + g_xMat_emissive)*input.ao, 1); \ - Out.nor = float4(N.xyz, properties); \ - Out.vel = float4(ScreenCoord - ScreenCoordPrev, g_xMat_specular_power, specularColor.a); \ +#define OBJECT_PS_OUT_GBUFFER \ + bool unshaded = g_xMat_shadeless; \ + float properties = unshaded ? RT_UNSHADED : 0.0f; \ + PixelOutputType Out = (PixelOutputType)0; \ + Out.col = float4(baseColor.rgb*(1 + g_xMat_emissive)*input.ao, 1); \ + Out.nor = float4(N.xyz, properties); \ + Out.vel = float4(ScreenCoord - ScreenCoordPrev, g_xMat_specular_power, specularColor.a); \ return Out; -#define OBJECT_PS_OUT_FORWARD \ +#define OBJECT_PS_OUT_FORWARD \ return baseColor; #endif // _OBJECTSHADER_HF_ \ No newline at end of file