Merge branch 'master' of github.com:supertuxkart/stk-code
This commit is contained in:
commit
78e6a6a6b6
35
data/gfx/gfx_mudPot_a.xml
Normal file
35
data/gfx/gfx_mudPot_a.xml
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@ -0,0 +1,35 @@
|
||||
<?xml version="1.0"?>
|
||||
|
||||
<!-- For sky particles, the size of the box is ignored -->
|
||||
<particles emitter="box" box_x="0.01" box_y="0.5" box_z="0.01">
|
||||
|
||||
<spreading angle="30" />
|
||||
|
||||
<velocity x="-0.000"
|
||||
y="0.002"
|
||||
z="-0.000" />
|
||||
|
||||
<material file="gfx_mud_a.png" clampu="Y" clampv="Y" />
|
||||
|
||||
<!-- Amount of particles emitted per second -->
|
||||
<rate min="5"
|
||||
max="8" />
|
||||
|
||||
<!-- Minimal and maximal lifetime of a particle, in milliseconds. -->
|
||||
<lifetime min="900"
|
||||
max="1000" />
|
||||
|
||||
<!-- Size of the particles -->
|
||||
<size min="0.5"
|
||||
max="0.3"
|
||||
x-increase-factor="2.6"
|
||||
y-increase-factor="2.6" />
|
||||
|
||||
<color min="40 40 255"
|
||||
max="255 255 255" />
|
||||
|
||||
<!-- How much time in milliseconds before the particle is fully faded out -->
|
||||
<fadeout time="1000" />
|
||||
|
||||
|
||||
</particles>
|
@ -4,7 +4,7 @@
|
||||
<track id="fortmagma" laps="3" reverse="false" />
|
||||
<track id="minigolf" laps="3" reverse="false" />
|
||||
<track id="xr591" laps="3" reverse="false" />
|
||||
<track id="minel" laps="3" reverse="false" />
|
||||
<track id="mines" laps="3" reverse="false" />
|
||||
<track id="lighthouse" laps="4" reverse="false" />
|
||||
|
||||
</supertuxkart_grand_prix>
|
||||
|
@ -10,7 +10,7 @@ vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = gl_FragCoord.xy / screen;
|
||||
vec2 uv = 2. * gl_FragCoord.xy / screen;
|
||||
float z = texture(tex, uv).x;
|
||||
vec4 xpos = getPosFromUVDepth(vec3(uv, z), InverseProjectionMatrix);
|
||||
|
||||
|
24
data/shaders/lensblend.frag
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24
data/shaders/lensblend.frag
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@ -0,0 +1,24 @@
|
||||
/*
|
||||
Lens flare blend
|
||||
based on bloomblend.frag
|
||||
author: samuncle
|
||||
*/
|
||||
uniform sampler2D tex_128;
|
||||
uniform sampler2D tex_256;
|
||||
uniform sampler2D tex_512;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 uv = gl_FragCoord.xy / screen;
|
||||
vec4 col = .125 * texture(tex_128, uv);
|
||||
col += .25 * texture(tex_256, uv);
|
||||
col += .5 * texture(tex_512, uv);
|
||||
|
||||
float final = max(col.r,max(col.g,col.b));
|
||||
//final = final * 2;
|
||||
vec3 blue = vec3(final * 0.1, final * 0.2, final);
|
||||
|
||||
FragColor = vec4(blue, 1.);
|
||||
}
|
46
data/shaders/pointlightscatter.frag
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46
data/shaders/pointlightscatter.frag
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@ -0,0 +1,46 @@
|
||||
uniform sampler2D dtex;
|
||||
uniform float density;
|
||||
uniform vec3 fogcol;
|
||||
|
||||
flat in vec3 center;
|
||||
flat in float energy;
|
||||
flat in vec3 col;
|
||||
flat in float radius;
|
||||
|
||||
out vec4 Fog;
|
||||
|
||||
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 pseudocenter = ViewMatrix * vec4(center.xyz, 1.0);
|
||||
pseudocenter /= pseudocenter.w;
|
||||
vec3 light_pos = pseudocenter.xyz;
|
||||
vec3 light_col = col.xyz;
|
||||
|
||||
// Compute pixel position
|
||||
vec2 texc = 2. * gl_FragCoord.xy / screen;
|
||||
float z = texture(dtex, texc).x;
|
||||
vec4 pixelpos = getPosFromUVDepth(vec3(texc, z), InverseProjectionMatrix);
|
||||
vec3 eyedir = -normalize(pixelpos.xyz);
|
||||
|
||||
vec3 farthestpoint = - eyedir * (min(dot(-eyedir, light_pos) + radius, length(pixelpos.xyz)));
|
||||
vec3 closestpoint = - eyedir * (dot(-eyedir, light_pos) - radius);
|
||||
if (closestpoint.z < 1.) closestpoint = vec3(0.);
|
||||
|
||||
float stepsize = length(farthestpoint - closestpoint) / 16;
|
||||
vec3 fog = vec3(0.);
|
||||
vec3 xpos = farthestpoint;
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
float d = distance(light_pos, xpos);
|
||||
float l = (16 - i) * stepsize;
|
||||
float att = energy * 20. / (1. + d * d);
|
||||
att *= max((radius - d) / radius, 0.);
|
||||
fog += density * light_col * att * exp(- density * d) * exp(- density * l) * stepsize;
|
||||
xpos += stepsize * eyedir;
|
||||
}
|
||||
|
||||
Fog = vec4(fogcol * fog, 1.);
|
||||
}
|
43
data/shaders/volumetriclight.frag
Normal file
43
data/shaders/volumetriclight.frag
Normal file
@ -0,0 +1,43 @@
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
layout(bindless_sampler) uniform sampler2D tex;
|
||||
#else
|
||||
uniform sampler2D tex;
|
||||
#endif
|
||||
|
||||
|
||||
uniform float fogmax;
|
||||
uniform float startH;
|
||||
uniform float endH;
|
||||
uniform float start;
|
||||
uniform float end;
|
||||
uniform vec3 col;
|
||||
|
||||
in vec2 uv;
|
||||
in vec4 color;
|
||||
out vec4 FragColor;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 diffusecolor = texture(tex, uv);
|
||||
#ifdef GL_ARB_bindless_texture
|
||||
diffusecolor.xyz = pow(diffusecolor.xyz, vec3(2.2));
|
||||
#endif
|
||||
diffusecolor.xyz *= pow(color.xyz, vec3(2.2));
|
||||
diffusecolor.a *= color.a;
|
||||
vec3 tmp = vec3(gl_FragCoord.xy / screen, gl_FragCoord.z);
|
||||
tmp = 2. * tmp - 1.;
|
||||
|
||||
vec4 xpos = vec4(tmp, 1.0);
|
||||
xpos = InverseProjectionMatrix * xpos;
|
||||
xpos.xyz /= xpos.w;
|
||||
|
||||
float dist = length(xpos.xyz);
|
||||
float fog = smoothstep(start, end, dist);
|
||||
|
||||
fog = min(fog, fogmax);
|
||||
|
||||
vec4 finalcolor = vec4(col, 0.) * fog + diffusecolor *(1. - fog);
|
||||
FragColor = vec4(finalcolor.rgb * finalcolor.a, finalcolor.a);
|
||||
//FragColor = vec4(1.0, 0.0, 0.0, finalcolor.a);
|
||||
}
|
@ -101,10 +101,15 @@ enum TypeFBO
|
||||
FBO_BLOOM_1024,
|
||||
FBO_BLOOM_512,
|
||||
FBO_TMP_512,
|
||||
FBO_LENS_512,
|
||||
|
||||
FBO_BLOOM_256,
|
||||
FBO_TMP_256,
|
||||
FBO_TMP_256,
|
||||
FBO_LENS_256,
|
||||
|
||||
FBO_BLOOM_128,
|
||||
FBO_TMP_128,
|
||||
FBO_LENS_128,
|
||||
FBO_COUNT
|
||||
};
|
||||
|
||||
@ -157,10 +162,13 @@ enum TypeRTT
|
||||
RTT_BLOOM_1024,
|
||||
RTT_BLOOM_512,
|
||||
RTT_TMP_512,
|
||||
RTT_LENS_512,
|
||||
RTT_BLOOM_256,
|
||||
RTT_TMP_256,
|
||||
RTT_LENS_256,
|
||||
RTT_BLOOM_128,
|
||||
RTT_TMP_128,
|
||||
RTT_LENS_128,
|
||||
|
||||
RTT_COUNT
|
||||
};
|
||||
@ -408,6 +416,7 @@ private:
|
||||
void renderGlow(std::vector<GlowData>& glows);
|
||||
void renderSSAO();
|
||||
void renderLights(unsigned pointlightCount, bool hasShadow);
|
||||
void renderLightsScatter(unsigned pointlightCount);
|
||||
void renderShadowsDebug();
|
||||
void doScreenShot();
|
||||
void PrepareDrawCalls(scene::ICameraSceneNode *camnode);
|
||||
|
@ -353,6 +353,25 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
|
||||
}
|
||||
}
|
||||
|
||||
void PostProcessing::renderHorizontalBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
|
||||
{
|
||||
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
|
||||
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
|
||||
{
|
||||
auxiliary.Bind();
|
||||
|
||||
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(in_fbo.getRTT()[0]);
|
||||
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height), 2.0);
|
||||
}
|
||||
{
|
||||
in_fbo.Bind();
|
||||
|
||||
FullScreenShader::Gaussian6HBlurShader::getInstance()->SetTextureUnits(auxiliary.getRTT()[0]);
|
||||
DrawFullScreenEffect<FullScreenShader::Gaussian6HBlurShader>(core::vector2df(inv_width, inv_height), 2.0);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
|
||||
{
|
||||
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
|
||||
@ -713,13 +732,22 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
// Downsample
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_BLOOM_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_BLOOM_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
// Copy for lens flare
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_LENS_512), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_LENS_256), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
FrameBuffer::Blit(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_LENS_128), GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
|
||||
// Blur
|
||||
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_512), irr_driver->getFBO(FBO_TMP_512), 1., 1.);
|
||||
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_256), irr_driver->getFBO(FBO_TMP_256), 1., 1.);
|
||||
|
||||
renderGaussian6Blur(irr_driver->getFBO(FBO_BLOOM_128), irr_driver->getFBO(FBO_TMP_128), 1., 1.);
|
||||
|
||||
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_512), irr_driver->getFBO(FBO_TMP_512));
|
||||
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_256), irr_driver->getFBO(FBO_TMP_256));
|
||||
renderHorizontalBlur(irr_driver->getFBO(FBO_LENS_128), irr_driver->getFBO(FBO_TMP_128));
|
||||
|
||||
// Additively blend on top of tmp1
|
||||
in_fbo->Bind();
|
||||
@ -730,6 +758,11 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
irr_driver->getRenderTargetTexture(RTT_BLOOM_128), irr_driver->getRenderTargetTexture(RTT_BLOOM_256), irr_driver->getRenderTargetTexture(RTT_BLOOM_512));
|
||||
DrawFullScreenEffect<FullScreenShader::BloomBlendShader>();
|
||||
|
||||
|
||||
FullScreenShader::LensBlendShader::getInstance()->SetTextureUnits(
|
||||
irr_driver->getRenderTargetTexture(RTT_LENS_128), irr_driver->getRenderTargetTexture(RTT_LENS_256), irr_driver->getRenderTargetTexture(RTT_LENS_512));
|
||||
DrawFullScreenEffect<FullScreenShader::LensBlendShader>();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
} // end if bloom
|
||||
|
@ -87,7 +87,10 @@ public:
|
||||
|
||||
/** Blur the in texture */
|
||||
void renderGaussian3Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
|
||||
|
||||
void renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxiliary, float sigmaV, float sigmaH);
|
||||
void renderHorizontalBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
|
||||
|
||||
void renderGaussian6BlurLayer(FrameBuffer &in_fbo);
|
||||
void renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary);
|
||||
|
||||
|
@ -420,7 +420,7 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
|
||||
World::getWorld()->isFogEnabled())
|
||||
{
|
||||
PROFILER_PUSH_CPU_MARKER("- Fog", 0xFF, 0x00, 0x00);
|
||||
m_post_processing->renderFog();
|
||||
renderLightsScatter(pointlightcount);
|
||||
PROFILER_POP_CPU_MARKER();
|
||||
}
|
||||
|
||||
|
@ -185,3 +185,38 @@ void IrrDriver::renderSSAO()
|
||||
m_post_processing->renderGaussian17TapBlur(irr_driver->getFBO(FBO_HALF1_R), irr_driver->getFBO(FBO_HALF2_R));
|
||||
|
||||
}
|
||||
|
||||
void IrrDriver::renderLightsScatter(unsigned pointlightcount)
|
||||
{
|
||||
getFBO(FBO_HALF1).Bind();
|
||||
glClearColor(0., 0., 0., 0.);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
m_post_processing->renderFog();
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
const Track * const track = World::getWorld()->getTrack();
|
||||
|
||||
const float start = track->getFogStart();
|
||||
const video::SColor tmpcol = track->getFogColor();
|
||||
core::vector3df col(1., 1., 1.);
|
||||
|
||||
glUseProgram(LightShader::PointLightScatterShader::getInstance()->Program);
|
||||
glBindVertexArray(LightShader::PointLightScatterShader::getInstance()->vao);
|
||||
|
||||
LightShader::PointLightScatterShader::getInstance()->SetTextureUnits(irr_driver->getDepthStencilTexture());
|
||||
LightShader::PointLightScatterShader::getInstance()->setUniforms(1. / (40. * start), col);
|
||||
|
||||
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, 4, pointlightcount);
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
m_post_processing->renderGaussian6Blur(getFBO(FBO_HALF1), getFBO(FBO_HALF2), 5., 5.);
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
getFBO(FBO_COLORS).Bind();
|
||||
m_post_processing->renderPassThrough(getRenderTargetTexture(RTT_HALF1));
|
||||
}
|
@ -125,10 +125,15 @@ RTT::RTT(size_t width, size_t height)
|
||||
RenderTargetTextures[RTT_BLOOM_1024] = generateRTT(shadowsize0, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_BLOOM_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_TMP_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_LENS_512] = generateRTT(shadowsize1, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
|
||||
RenderTargetTextures[RTT_BLOOM_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_TMP_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_LENS_256] = generateRTT(shadowsize2, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
|
||||
RenderTargetTextures[RTT_BLOOM_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_TMP_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
RenderTargetTextures[RTT_LENS_128] = generateRTT(shadowsize3, GL_RGBA16F, GL_BGR, GL_FLOAT);
|
||||
|
||||
std::vector<GLuint> somevector;
|
||||
somevector.push_back(RenderTargetTextures[RTT_SSAO]);
|
||||
@ -208,17 +213,30 @@ RTT::RTT(size_t width, size_t height)
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_TMP_512]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_LENS_512]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 512, 512));
|
||||
|
||||
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_BLOOM_256]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_TMP_256]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_LENS_256]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 256, 256));
|
||||
|
||||
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_BLOOM_128]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_TMP_128]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
|
||||
somevector.clear();
|
||||
somevector.push_back(RenderTargetTextures[RTT_LENS_128]);
|
||||
FrameBuffers.push_back(new FrameBuffer(somevector, 128, 128));
|
||||
|
||||
if (UserConfigParams::m_shadows && !irr_driver->needUBOWorkaround())
|
||||
|
@ -1468,6 +1468,41 @@ namespace LightShader
|
||||
glVertexAttribDivisorARB(attrib_Color, 1);
|
||||
glVertexAttribDivisorARB(attrib_Radius, 1);
|
||||
}
|
||||
|
||||
PointLightScatterShader::PointLightScatterShader()
|
||||
{
|
||||
Program = LoadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/pointlight.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/pointlightscatter.frag").c_str());
|
||||
|
||||
AssignUniforms("density", "fogcol");
|
||||
AssignSamplerNames(Program, 0, "dtex");
|
||||
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, PointLightShader::getInstance()->vbo);
|
||||
|
||||
GLuint attrib_Position = glGetAttribLocation(Program, "Position");
|
||||
GLuint attrib_Color = glGetAttribLocation(Program, "Color");
|
||||
GLuint attrib_Energy = glGetAttribLocation(Program, "Energy");
|
||||
GLuint attrib_Radius = glGetAttribLocation(Program, "Radius");
|
||||
|
||||
glEnableVertexAttribArray(attrib_Position);
|
||||
glVertexAttribPointer(attrib_Position, 3, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), 0);
|
||||
glEnableVertexAttribArray(attrib_Energy);
|
||||
glVertexAttribPointer(attrib_Energy, 1, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), (GLvoid*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(attrib_Color);
|
||||
glVertexAttribPointer(attrib_Color, 3, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), (GLvoid*)(4 * sizeof(float)));
|
||||
glEnableVertexAttribArray(attrib_Radius);
|
||||
glVertexAttribPointer(attrib_Radius, 1, GL_FLOAT, GL_FALSE, sizeof(PointLightInfo), (GLvoid*)(7 * sizeof(float)));
|
||||
|
||||
glVertexAttribDivisorARB(attrib_Position, 1);
|
||||
glVertexAttribDivisorARB(attrib_Energy, 1);
|
||||
glVertexAttribDivisorARB(attrib_Color, 1);
|
||||
glVertexAttribDivisorARB(attrib_Radius, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -1561,6 +1596,16 @@ namespace FullScreenShader
|
||||
|
||||
AssignSamplerNames(Program, 0, "tex_128", 1, "tex_256", 2, "tex_512");
|
||||
}
|
||||
|
||||
LensBlendShader::LensBlendShader()
|
||||
{
|
||||
Program = LoadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/lensblend.frag").c_str());
|
||||
AssignUniforms();
|
||||
|
||||
AssignSamplerNames(Program, 0, "tex_128", 1, "tex_256", 2, "tex_512");
|
||||
}
|
||||
|
||||
ToneMapShader::ToneMapShader()
|
||||
{
|
||||
@ -1706,6 +1751,16 @@ namespace FullScreenShader
|
||||
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
}
|
||||
|
||||
HorizontalBlurShader::HorizontalBlurShader()
|
||||
{
|
||||
Program = LoadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/gaussian6h.frag").c_str());
|
||||
AssignUniforms("pixel");
|
||||
|
||||
AssignSamplerNames(Program, 0, "tex");
|
||||
}
|
||||
|
||||
Gaussian3HBlurShader::Gaussian3HBlurShader()
|
||||
{
|
||||
|
@ -328,6 +328,14 @@ namespace LightShader
|
||||
GLuint vao;
|
||||
PointLightShader();
|
||||
};
|
||||
|
||||
class PointLightScatterShader : public ShaderHelperSingleton<PointLightScatterShader, float, core::vector3df>, public TextureRead<Nearest_Filtered>
|
||||
{
|
||||
public:
|
||||
GLuint vbo;
|
||||
GLuint vao;
|
||||
PointLightScatterShader();
|
||||
};
|
||||
}
|
||||
|
||||
namespace ParticleShader
|
||||
@ -377,6 +385,13 @@ public:
|
||||
BloomBlendShader();
|
||||
};
|
||||
|
||||
class LensBlendShader : public ShaderHelperSingleton<LensBlendShader>, public TextureRead<Bilinear_Filtered, Bilinear_Filtered, Bilinear_Filtered>
|
||||
{
|
||||
public:
|
||||
LensBlendShader();
|
||||
};
|
||||
|
||||
|
||||
class ToneMapShader : public ShaderHelperSingleton<ToneMapShader, float>, public TextureRead<Nearest_Filtered>
|
||||
{
|
||||
public:
|
||||
@ -455,6 +470,12 @@ public:
|
||||
Gaussian6HBlurShader();
|
||||
};
|
||||
|
||||
class HorizontalBlurShader : public ShaderHelperSingleton<HorizontalBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
|
||||
{
|
||||
public:
|
||||
HorizontalBlurShader();
|
||||
};
|
||||
|
||||
class Gaussian3HBlurShader : public ShaderHelperSingleton<Gaussian3HBlurShader, core::vector2df>, public TextureRead<Bilinear_Clamped_Filtered>
|
||||
{
|
||||
public:
|
||||
|
2164
supertuxkart.project
Normal file
2164
supertuxkart.project
Normal file
File diff suppressed because it is too large
Load Diff
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Reference in New Issue
Block a user