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- new GFXStateBlockData( AL_VectorLightState )
- {
- blendDefined = true;
- blendEnable = true;
- blendSrc = GFXBlendOne;
- blendDest = GFXBlendOne;
- blendOp = GFXBlendOpAdd;
- zDefined = true;
- zEnable = false;
- zWriteEnable = false;
- samplersDefined = true;
- samplerStates[0] = SamplerClampPoint; // G-buffer
- mSamplerNames[0] = "prePassBuffer";
- samplerStates[1] = SamplerClampLinear; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
- mSamplerNames[1] = "shadowMap";
- samplerStates[2] = SamplerClampLinear; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
- mSamplerNames[2] = "dynamicShadowMap";
- samplerStates[3] = SamplerClampLinear; // SSAO Mask
- mSamplerNames[3] = "ssaoMask";
- samplerStates[4] = SamplerClampLinear; // Random Direction Map
- cullDefined = true;
- cullMode = GFXCullNone;
- stencilDefined = true;
- stencilEnable = true;
- stencilFailOp = GFXStencilOpKeep;
- stencilZFailOp = GFXStencilOpKeep;
- stencilPassOp = GFXStencilOpKeep;
- stencilFunc = GFXCmpLess;
- stencilRef = 0;
- };
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