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Add VR preprocessor def for GrassShader #22

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merged 1 commit into from
Jul 11, 2023
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alandtse
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This is an initial attempt to combine flat and VR GrasShader code. However, the flat code does not appear to work and still needs to be fixed.

VR looks like it works. Flat DLL looks broken using the build. The combined Rungrass.hlsl appears to work fine in Flat using the Nexus version of the Flat DLL.

This is an initial attempt to combine flat and VR grasshaders. However,
the flat code does not appear to work and still needs to be fixed.
DirectX::XMFLOAT3 position{};

worldPos = worldPos - state->GetVRRuntimeData().posAdjust.getEye();
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@doodlum note this flat code was wrong since it's use GetVRRuntimeData(). Even though I fixed it, there appears to be an alignment issue. Perhaps the attempt to combine the positionWS and positionWS2 into an array breaks at alignas16? The Flat code is significantly different because it does try to update positionVS (which should be positionWS[1] now.

See
https://github.com/doodlum/skyrim-community-shaders/blob/main/src/Features/Clustered.cpp#L76-L80. Even writing to the positionWS[1] with the older XMVector3TransformCoord(light.positionWS, state->GetVRRuntimeData().cameraData.getEye().viewMat); didn't seem to solve the issue I'm seeing.

@@ -52,52 +52,59 @@ void GrassLighting::DrawSettings()
}
}

void GrassLighting::ModifyGrass(const RE::BSShader*, const uint32_t descriptor)
void GrassLighting::ProcessFrame(PerFrame* perFrameData, PerFrameVR* perFrameDataVR)
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I broke out a helper function since the data structure changes between VR and Flat. The code should be identical though although the diff doesn't really show it well.

@doodlum doodlum merged commit 9a123aa into doodlum:vrfixes Jul 11, 2023
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