Josh Posted July 28, 2015 Posted July 28, 2015 The blending of decals required that I modify the channel allocation of the gbuffer, and the lighting and model shaders have changed. Previously, data was stored like this: 0: Diffuse RGBA 1: Normal XYZ, specular 2: Emission RGB, material flags Now the gbuffer is storing information as follows: 0: Diffuse RGBA 1: Normal XYZ, material flags 2: Emission RGB, specular Any modified model shaders or shaders that are rendered before lighting need to be changed to accommodate this change, as well as any post-processing effects that read the specular value or material flags. 1 Quote Let's build cool stuff and have fun.
shadmar Posted July 28, 2015 Posted July 28, 2015 Thanks for the info. Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
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