Rename Diffuse to BaseColor

This commit is contained in:
Lynix
2022-07-19 20:02:01 +02:00
parent 994ebd869a
commit ad8b46db38
26 changed files with 169 additions and 158 deletions

View File

@@ -6,7 +6,7 @@ import LightData from Engine.LightData;
import ViewerData from Engine.ViewerData;
// Basic material options
option HasDiffuseTexture: bool = false;
option HasBaseColorTexture: bool = false;
option HasAlphaTexture: bool = false;
option AlphaTest: bool = false;
@@ -41,7 +41,7 @@ struct MaterialSettings
{
// BasicSettings
AlphaThreshold: f32,
DiffuseColor: vec4[f32],
BaseColor: vec4[f32],
// PhongSettings
AmbientColor: vec3[f32],
@@ -57,7 +57,7 @@ const SpotLight = 2;
external
{
[binding(0)] settings: uniform[MaterialSettings],
[binding(1)] MaterialDiffuseMap: sampler2D[f32],
[binding(1)] MaterialBaseColorMap: sampler2D[f32],
[binding(2)] MaterialAlphaMap: sampler2D[f32],
[binding(3)] TextureOverlay: sampler2D[f32],
[binding(4)] instanceData: uniform[InstanceData],
@@ -88,23 +88,23 @@ struct FragOut
[entry(frag)]
fn main(input: VertToFrag) -> FragOut
{
let diffuseColor = settings.DiffuseColor;
let color = settings.BaseColor;
const if (HasUV)
diffuseColor *= TextureOverlay.Sample(input.uv);
color *= TextureOverlay.Sample(input.uv);
const if (HasColor)
diffuseColor *= input.color;
color *= input.color;
const if (HasDiffuseTexture)
diffuseColor *= MaterialDiffuseMap.Sample(input.uv);
const if (HasBaseColorTexture)
color *= MaterialBaseColorMap.Sample(input.uv);
const if (HasAlphaTexture)
diffuseColor.w *= MaterialAlphaMap.Sample(input.uv).x;
color.w *= MaterialAlphaMap.Sample(input.uv).x;
const if (AlphaTest)
{
if (diffuseColor.w < settings.AlphaThreshold)
if (color.w < settings.AlphaThreshold)
discard;
}
@@ -216,13 +216,13 @@ fn main(input: VertToFrag) -> FragOut
let lightColor = lightAmbient + lightDiffuse + lightSpecular;
let output: FragOut;
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * diffuseColor;
output.RenderTarget0 = vec4[f32](lightColor, 1.0) * color;
return output;
}
else
{
let output: FragOut;
output.RenderTarget0 = diffuseColor;
output.RenderTarget0 = color;
return output;
}
}