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Oct 24th, 2016
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  1. new GFXStateBlockData( AL_VectorLightState )
  2. {
  3. blendDefined = true;
  4. blendEnable = true;
  5. blendSrc = GFXBlendOne;
  6. blendDest = GFXBlendOne;
  7. blendOp = GFXBlendOpAdd;
  8.  
  9. zDefined = true;
  10. zEnable = false;
  11. zWriteEnable = false;
  12.  
  13. samplersDefined = true;
  14. samplerStates[0] = SamplerClampPoint; // G-buffer
  15. mSamplerNames[0] = "prePassBuffer";
  16. samplerStates[1] = SamplerClampLinear; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
  17. mSamplerNames[1] = "shadowMap";
  18. samplerStates[2] = SamplerClampLinear; // Shadow Map (Do not change this to linear, as all cards can not filter equally.)
  19. mSamplerNames[2] = "dynamicShadowMap";
  20. samplerStates[3] = SamplerClampLinear; // SSAO Mask
  21. mSamplerNames[3] = "ssaoMask";
  22. samplerStates[4] = SamplerClampLinear; // Random Direction Map
  23.  
  24. cullDefined = true;
  25. cullMode = GFXCullNone;
  26.  
  27. stencilDefined = true;
  28. stencilEnable = true;
  29. stencilFailOp = GFXStencilOpKeep;
  30. stencilZFailOp = GFXStencilOpKeep;
  31. stencilPassOp = GFXStencilOpKeep;
  32. stencilFunc = GFXCmpLess;
  33. stencilRef = 0;
  34. };
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