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GLTF Viewer: don't use special bound box shader for GL/WGPU
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-29
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1 file changed

+2
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Samples/GLTFViewer/src/GLTFViewer.cpp

Lines changed: 2 additions & 29 deletions
Original file line numberDiff line numberDiff line change
@@ -623,25 +623,6 @@ void main(in BoundBoxVSOutput VSOut,
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}
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)";
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626-
static constexpr char BoundBoxPSMainGL[] = R"(
627-
void main(in BoundBoxVSOutput VSOut,
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out float4 Color : SV_Target0,
629-
out float4 Normal : SV_Target1,
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out float4 BaseColor : SV_Target2,
631-
out float4 MaterialData : SV_Target3,
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out float4 MotionVec : SV_Target4,
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out float4 SpecularIBL : SV_Target5)
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{
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BoundBoxOutput BBOutput = GetBoundBoxOutput(VSOut);
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Color = BBOutput.Color;
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Normal = float4(0.0, 0.0, 0.0, 0.0);
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BaseColor = float4(0.0, 0.0, 0.0, 0.0);
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MaterialData = float4(0.0, 0.0, 0.0, 0.0);
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MotionVec = float4(BBOutput.MotionVector, 0.0, 1.0);
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SpecularIBL = float4(0.0, 0.0, 0.0, 0.0);
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}
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)";
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void GLTFViewer::CrateBoundBoxRenderer()
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{
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BoundBoxRenderer::CreateInfo BoundBoxRendererCI;
@@ -655,16 +636,8 @@ void GLTFViewer::CrateBoundBoxRenderer()
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BoundBoxRendererCI.RTVFormats[i] = m_GBuffer->GetElementDesc(i).Format;
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BoundBoxRendererCI.DSVFormat = m_GBuffer->GetElementDesc(GBUFFER_RT_DEPTH0).Format;
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658-
if (m_pDevice->GetDeviceInfo().IsGLDevice() || m_pDevice->GetDeviceInfo().IsWebGPUDevice())
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{
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// Normally, environment map shader only needs to write color and motion vector.
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// However, on WebGL and WebGPU this results in errors.
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BoundBoxRendererCI.PSMainSource = BoundBoxPSMainGL;
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}
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else
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{
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BoundBoxRendererCI.PSMainSource = BoundBoxPSMain;
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}
639+
BoundBoxRendererCI.PSMainSource = BoundBoxPSMain;
640+
BoundBoxRendererCI.RenderTargetMask = GBUFFER_RT_FLAG_COLOR | GBUFFER_RT_FLAG_MOTION_VECTORS;
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}
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else
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{

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