Light: Simplify slightly shader
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15069 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -5,12 +5,13 @@ uniform vec4 center[16];
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uniform vec4 col[16];
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uniform float energy[16];
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uniform float spec;
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uniform vec2 screen;
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uniform mat4 invproj;
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uniform mat4 viewm;
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in vec2 uv;
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void main() {
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vec2 texc = gl_FragCoord.xy / screen;
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vec2 texc = uv;
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float z = texture2D(ntex, texc).a;
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vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
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@ -337,7 +337,7 @@ namespace PointLightShader
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{
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GLuint Program = 0;
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GLuint attrib_position, attrib_texcoord;
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GLuint uniform_ntex, uniform_center, uniform_col, uniform_energy, uniform_spec, uniform_screen, uniform_invproj, uniform_viewm;
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GLuint uniform_ntex, uniform_center, uniform_col, uniform_energy, uniform_spec, uniform_invproj, uniform_viewm;
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GLuint vao = 0;
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@ -352,7 +352,6 @@ namespace PointLightShader
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uniform_col = glGetUniformLocation(Program, "col[0]");
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uniform_energy = glGetUniformLocation(Program, "energy[0]");
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uniform_spec = glGetUniformLocation(Program, "spec");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_invproj = glGetUniformLocation(Program, "invproj");
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uniform_viewm = glGetUniformLocation(Program, "viewm");
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@ -743,8 +742,6 @@ void renderColorLevel(ITexture *in)
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void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &positions, const std::vector<float> &colors, const std::vector<float> &energy)
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{
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float width = (float)UserConfigParams::m_width;
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float height = (float)UserConfigParams::m_height;
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if (!PointLightShader::Program)
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PointLightShader::init();
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glEnable(GL_BLEND);
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@ -759,7 +756,6 @@ void PostProcessing::renderPointlight(ITexture *in, const std::vector<float> &po
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glUniform4fv(PointLightShader::uniform_col, 16, colors.data());
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glUniform1fv(PointLightShader::uniform_energy, 16, energy.data());
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glUniform1f(PointLightShader::uniform_spec, 200);
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glUniform2f(PointLightShader::uniform_screen, width, height);
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glUniformMatrix4fv(PointLightShader::uniform_invproj, 1, GL_FALSE, irr_driver->getInvProjMatrix().pointer());
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glUniformMatrix4fv(PointLightShader::uniform_viewm, 1, GL_FALSE, irr_driver->getViewMatrix().pointer());
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