OGL32CTX: Replace another series of implicit declared uniforms
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14989 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -1,7 +1,6 @@
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#version 130
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uniform mat4 ModelViewProjectionMatrix;
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void main() {
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex).xyww;
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gl_FrontColor = gl_Color;
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gl_Position = (ModelViewProjectionMatrix * gl_Vertex).xyww;
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}
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@ -23,18 +23,21 @@
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// such that the user gets to know whether the shield has several
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// "layers" or whether the shield is about to break.
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#version 130
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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out vec2 uv;
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noperspective out vec3 eyeVec;
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noperspective out vec3 normal;
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void main()
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{
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vec4 viewp = gl_ModelViewMatrix * gl_Vertex;
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vec4 viewp = ModelViewMatrix * gl_Vertex;
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eyeVec = normalize(-viewp).xyz;
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normal = gl_NormalMatrix * gl_Normal;
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normal = (TransposeInverseModelView * vec4(gl_Normal, 1.).xyz;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_Position = ProjectionMatrix * viewp;
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uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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}
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@ -19,18 +19,21 @@
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// Jean-manuel clemencon (C) Copyright supertuxkart
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// Creates a cone lightbeam effect by smoothing edges
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#version 130
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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out vec2 uv;
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noperspective out vec3 eyeVec;
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noperspective out vec3 normal;
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void main()
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{
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vec4 viewp = gl_ModelViewMatrix * gl_Vertex;
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vec4 viewp = ModelViewMatrix * gl_Vertex;
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eyeVec = normalize(-viewp).xyz;
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normal = gl_NormalMatrix * gl_Normal;
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normal = (TransposeInverseModelView * vec4(gl_Normal, 1.).xyz;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_Position = ProjectionMatrix * viewp;
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uv = gl_MultiTexCoord0.st;
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}
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@ -1,5 +1,6 @@
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#version 130
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varying vec4 offset[2];
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in vec4 offset[2];
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in vec2 uv;
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uniform sampler2D colorMapG;
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const float threshold = 0.1;
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@ -10,7 +11,7 @@ void main() {
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/**
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* Luma calculation requires gamma-corrected colors:
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*/
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float L = dot(texture2D(colorMapG, gl_TexCoord[0].xy).rgb, weights);
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float L = dot(texture2D(colorMapG, uv).rgb, weights);
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float Lleft = dot(texture2D(colorMapG, offset[0].xy).rgb, weights);
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float Ltop = dot(texture2D(colorMapG, offset[0].zw).rgb, weights);
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float Lright = dot(texture2D(colorMapG, offset[1].xy).rgb, weights);
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@ -1,12 +1,13 @@
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#version 130
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varying vec4 offset[2];
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in vec4 offset[2];
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in vec2 uv;
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uniform sampler2D blendMap;
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uniform sampler2D colorMap;
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void main() {
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// Fetch the blending weights for current pixel:
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vec4 topLeft = texture2D(blendMap, gl_TexCoord[0].xy);
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vec4 topLeft = texture2D(blendMap, uv);
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float bottom = texture2D(blendMap, offset[1].zw).g;
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float right = texture2D(blendMap, offset[1].xy).a;
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vec4 a = vec4(topLeft.r, bottom, topLeft.b, right);
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@ -24,7 +25,7 @@ void main() {
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vec4 color = vec4(0.0);
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// Add the contributions of the possible 4 lines that can cross this pixel:
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vec4 C = texture2D(colorMap, gl_TexCoord[0].xy);
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vec4 C = texture2D(colorMap, uv);
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vec4 Cleft = texture2D(colorMap, offset[0].xy);
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vec4 Ctop = texture2D(colorMap, offset[0].zw);
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vec4 Cright = texture2D(colorMap, offset[1].xy);
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@ -1,12 +1,15 @@
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#version 130
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varying vec4 offset[2];
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uniform vec2 PIXEL_SIZE;
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uniform mat4 ModelViewProjectionMatrix;
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out vec4 offset[2];
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out vec2 uv;
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void main() {
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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vec4 invy = gl_MultiTexCoord0;
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// invy.y = 1.0 - invy.y;
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gl_TexCoord[0] = invy;
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uv = invy.st;
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offset[0] = invy.xyxy + PIXEL_SIZE.xyxy * vec4(-1.0, 0.0, 0.0, 1.0);
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offset[1] = invy.xyxy + PIXEL_SIZE.xyxy * vec4( 1.0, 0.0, 0.0, -1.0);
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@ -18,6 +18,7 @@
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// Creates a bubble (wave) effect by distorting the texture depending on time
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#version 130
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uniform mat4 ModelViewProjectionMatrix;
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uniform float time;
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out vec2 uv;
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@ -30,8 +31,8 @@ out vec3 vertex;
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void main()
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{
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uv = (gl_TextureMatrix[0] * gl_MultiTexCoord0).st;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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uv = gl_MultiTexCoord0.st;
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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float delta_x = cos(time*3.0) * sin( 4.0 * gl_TexCoord[0].st.s * 6.28318531 );
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@ -16,6 +16,8 @@
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 130
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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uniform vec3 lightdir;
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noperspective out vec3 normal;
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@ -25,7 +27,7 @@ noperspective out vec3 lightVec;
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_Position = ModelViewProjectionMatrix * gl_Vertex;
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vertex_color = gl_Color;
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//vec3 normal3 = normalize(gl_Normal);
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@ -33,11 +35,11 @@ void main()
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//normal = normal4.xyz;
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eyeVec = normalize(-gl_Position).xyz; // we are in Eye Coordinates, so EyePos is (0,0,0)
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normal = normalize(gl_NormalMatrix*gl_Normal);
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normal = normalize((TransposeInverseModelView * vec4(gl_Normal, 1.)).xyz);
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// Building the matrix Eye Space -> Tangent Space
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// gl_MultiTexCoord1.xyz
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vec3 t = normalize (gl_NormalMatrix * vec3(0.0, 0.0, 1.0)); // tangent
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vec3 t = normalize ((TransposeInverseModelView * vec4(0.0, 0.0, 1.0, 1.)).xyz); // tangent
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vec3 b = cross (normal, t);
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// transform light and half angle vectors by tangent basis
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@ -182,6 +182,11 @@ void SkyboxProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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vector3df sun_pos = m_sunpos;
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srv->setVertexShaderConstant("sun_pos", &sun_pos.X, 3);
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core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
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if (!firstdone)
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{
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s32 tex = 0;
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@ -357,6 +362,11 @@ void MipVizProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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void ColorizeProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
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srv->setVertexShaderConstant("col", m_color, 3);
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}
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@ -498,6 +508,12 @@ void BloomProvider::OnSetConstants(IMaterialRendererServices *srv, int)
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void MLAAColor1Provider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
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if (!firstdone)
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{
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const float pixels[2] = {
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@ -540,6 +556,12 @@ void MLAABlend2Provider::OnSetConstants(IMaterialRendererServices *srv, int)
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void MLAANeigh3Provider::OnSetConstants(IMaterialRendererServices *srv, int)
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{
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core::matrix4 ModelViewProjectionMatrix = srv->getVideoDriver()->getTransform(ETS_PROJECTION);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_VIEW);
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ModelViewProjectionMatrix *= srv->getVideoDriver()->getTransform(ETS_WORLD);
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srv->setVertexShaderConstant("ModelViewProjectionMatrix", ModelViewProjectionMatrix.pointer(), 16);
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if (!firstdone)
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{
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const float pixels[2] = {
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