Small bug fix and include new SSAO shader
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7c567ec360
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0a3d68a407
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@ -182,7 +182,6 @@
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<ClCompile Include="Render\Preparations\BasicPreparations.cpp" />
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<ClCompile Include="Render\Rendering\BasicRender.cpp" />
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<ClCompile Include="Render\Resources\Deffered.cpp" />
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<ClCompile Include="Render\Resources\Debug.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Core\Core.h" />
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@ -196,7 +195,6 @@
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<ClInclude Include="Render\Rendering\Render.h" />
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<ClInclude Include="Definitions\GraphicalDefinition.h" />
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<ClInclude Include="Render\Resources\Deffered.h" />
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<ClInclude Include="Render\Resources\Debug.h" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Misc\Misc.vcxproj">
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@ -219,6 +217,16 @@
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
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</FxCompile>
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<FxCompile Include="Shader\HLSL\Deffered Shaders\PostPass.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Compute</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">5.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Compute</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">5.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Compute</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">5.0</ShaderModel>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Compute</ShaderType>
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<ShaderModel Condition="'$(Configuration)|$(Platform)'=='Release|x64'">5.0</ShaderModel>
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</FxCompile>
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<FxCompile Include="Shader\HLSL\Deffered Shaders\VertexGatherData.hlsl">
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
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<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
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@ -268,6 +276,7 @@
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<None Include="Shader\HLSL\Deffered Shaders\GBufferHeader.hlsli" />
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<None Include="Shader\HLSL\Deffered Shaders\LightCalc.hlsli" />
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<None Include="Shader\HLSL\Deffered Shaders\PosManipulation.hlsli" />
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<None Include="Shader\HLSL\Deffered Shaders\SSAO.hlsli" />
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<None Include="Shader\HLSL\SimpleDebug\Debug.hlsl" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@ -171,7 +171,7 @@ HRESULT InitDirect3D()
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return E_FAIL;
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}
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m = Oyster::Graphics::API::CreateModel(L"christmastree");
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m = Oyster::Graphics::API::CreateModel(L"orca_dummy");
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m2 = Oyster::Graphics::API::CreateModel(L"worldDummy");
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m2->WorldMatrix = Oyster::Math3D::OrientationMatrix(Oyster::Math::Float3::null,Oyster::Math::Float3(0,5,0),Oyster::Math::Float3::null);
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m3 = Oyster::Graphics::API::CreateModel(L"worldDummy");
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