Merge remote-tracking branch 'origin/master' into bumpy

This commit is contained in:
hiker 2014-08-07 10:13:07 +10:00
commit 20242dae5e
3 changed files with 7 additions and 10 deletions

View File

@ -8,6 +8,6 @@ void main(void)
{
vec4 col = texture(tex, uv);
col.xyz *= pow(color.xyz, vec3(2.2));
if (col.a * color.a < 0.5) discard;
if (col.a < 0.5) discard;
FragColor = vec4(col.xyz, 1.);
}

View File

@ -1,19 +1,16 @@
uniform sampler2D Albedo;
#if __VERSION__ >= 130
in vec2 uv;
in vec4 color;
out vec4 FragColor;
#else
varying vec2 uv;
#define FragColor gl_FragColor
#endif
vec3 getLightFactor(float specMapValue);
void main(void)
{
vec4 color = texture(Albedo, uv);
if (color.a < 0.5) discard;
vec4 col = texture(Albedo, uv);
col.xyz *= pow(color.xyz, vec3(2.2));
if (col.a * color.a < 0.5) discard;
vec3 LightFactor = getLightFactor(1.);
FragColor = vec4(color.xyz * LightFactor, 1.);
FragColor = vec4(col.xyz * LightFactor, 1.);
}

View File

@ -553,11 +553,11 @@ void IrrDriver::renderShadows()
std::vector<GLuint> noTexUnits;
renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, ListMatDefault::Arguments);
renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, ListMatSphereMap::Arguments);
renderShadow<MeshShader::ShadowShader, EVT_STANDARD, 1>(noTexUnits, ListMatUnlit::Arguments);
renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(noTexUnits, ListMatDetails::Arguments);
renderShadow<MeshShader::ShadowShader, EVT_2TCOORDS, 1>(noTexUnits, ListMatSplatting::Arguments);
renderShadow<MeshShader::ShadowShader, EVT_TANGENTS, 1>(noTexUnits, ListMatNormalMap::Arguments);
renderShadow<MeshShader::RefShadowShader, EVT_STANDARD, 1>(std::vector<GLuint>{ MeshShader::RefShadowShader::getInstance()->TU_tex }, ListMatAlphaRef::Arguments);
renderShadow<MeshShader::RefShadowShader, EVT_STANDARD, 1>(std::vector<GLuint>{ MeshShader::RefShadowShader::getInstance()->TU_tex }, ListMatUnlit::Arguments);
renderShadow<MeshShader::GrassShadowShader, EVT_STANDARD, 3, 1>(std::vector<GLuint>{ MeshShader::GrassShadowShader::getInstance()->TU_tex }, ListMatGrass::Arguments);
glDisable(GL_POLYGON_OFFSET_FILL);