Width and height are passed by UBO

This commit is contained in:
vlj 2014-05-17 02:39:55 +02:00
parent c465900ee3
commit 883b39591f
20 changed files with 107 additions and 108 deletions

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@ -1,10 +1,19 @@
uniform sampler2D displacement_tex; uniform sampler2D displacement_tex;
uniform sampler2D mask_tex; uniform sampler2D mask_tex;
uniform sampler2D color_tex; uniform sampler2D color_tex;
uniform vec2 screen;
uniform vec2 dir; uniform vec2 dir;
uniform vec2 dir2; uniform vec2 dir2;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec2 uv; in vec2 uv;
in vec2 uv_bis; in vec2 uv_bis;

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@ -1,5 +1,12 @@
uniform mat4 ProjectionMatrix; layout (std140) uniform MatrixesData
uniform mat4 ViewMatrix; {
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
in vec2 quadcorner; in vec2 quadcorner;
in vec2 texcoord; in vec2 texcoord;

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@ -20,6 +20,7 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix; mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix; mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4]; mat4 ShadowViewProjMatrixes[4];
vec2 screen;
}; };
#endif #endif

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@ -5,6 +5,7 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix; mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix; mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4]; mat4 ShadowViewProjMatrixes[4];
vec2 screen;
}; };
uniform vec3 windDir; uniform vec3 windDir;

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@ -11,6 +11,7 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix; mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix; mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4]; mat4 ShadowViewProjMatrixes[4];
vec2 screen;
}; };
#endif #endif

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@ -11,6 +11,7 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix; mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix; mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4]; mat4 ShadowViewProjMatrixes[4];
vec2 screen;
}; };
#endif #endif

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@ -2,9 +2,18 @@ uniform sampler2D Albedo;
uniform sampler2D DiffuseMap; uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap; uniform sampler2D SpecularMap;
uniform sampler2D SSAO; uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient; uniform vec3 ambient;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec3 nor; in vec3 nor;
in vec2 uv; in vec2 uv;

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@ -11,11 +11,11 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix; mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix; mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4]; mat4 ShadowViewProjMatrixes[4];
vec2 screen;
}; };
#endif #endif
uniform samplerCube tex; uniform samplerCube tex;
uniform vec2 screen;
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec3 nor; in vec3 nor;

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@ -1,7 +1,16 @@
uniform sampler2D tex; uniform sampler2D tex;
uniform sampler2D dtex; uniform sampler2D dtex;
uniform mat4 invproj; uniform mat4 invproj;
uniform vec2 screen;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
in float lf; in float lf;
in vec2 tc; in vec2 tc;

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@ -1,5 +1,12 @@
uniform mat4 ProjectionMatrix; layout (std140) uniform MatrixesData
uniform mat4 ViewMatrix; {
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
uniform vec3 color_from; uniform vec3 color_from;
uniform vec3 color_to; uniform vec3 color_to;

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@ -1,7 +1,6 @@
uniform sampler2D ntex; uniform sampler2D ntex;
uniform sampler2D dtex; uniform sampler2D dtex;
uniform float spec; uniform float spec;
uniform vec2 screen;
#ifdef UBO_DISABLED #ifdef UBO_DISABLED
uniform mat4 ViewMatrix; uniform mat4 ViewMatrix;
@ -16,6 +15,7 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix; mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix; mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4]; mat4 ShadowViewProjMatrixes[4];
vec2 screen;
}; };
#endif #endif

View File

@ -11,6 +11,7 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix; mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix; mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4]; mat4 ShadowViewProjMatrixes[4];
vec2 screen;
}; };
#endif #endif

View File

@ -11,12 +11,11 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix; mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix; mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4]; mat4 ShadowViewProjMatrixes[4];
vec2 screen;
}; };
#endif #endif
uniform samplerCube tex; uniform samplerCube tex;
uniform vec2 screen;
#if __VERSION__ >= 130 #if __VERSION__ >= 130
out vec4 FragColor; out vec4 FragColor;

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@ -6,9 +6,18 @@ uniform sampler2D tex_detail3;
uniform sampler2D DiffuseMap; uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap; uniform sampler2D SpecularMap;
uniform sampler2D SSAO; uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient; uniform vec3 ambient;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
#if __VERSION__ >= 130 #if __VERSION__ >= 130
in vec2 uv; in vec2 uv;
in vec2 uv_bis; in vec2 uv_bis;

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@ -3,7 +3,6 @@
uniform sampler2D dtex; uniform sampler2D dtex;
uniform vec4 samplePoints[16]; uniform vec4 samplePoints[16];
uniform vec2 screen;
#ifdef UBO_DISABLED #ifdef UBO_DISABLED
uniform mat4 ViewMatrix; uniform mat4 ViewMatrix;
@ -18,6 +17,7 @@ layout (std140) uniform MatrixesData
mat4 InverseViewMatrix; mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix; mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4]; mat4 ShadowViewProjMatrixes[4];
vec2 screen;
}; };
#endif #endif

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@ -1,9 +1,18 @@
uniform sampler2D DiffuseMap; uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap; uniform sampler2D SpecularMap;
uniform sampler2D SSAO; uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient; uniform vec3 ambient;
layout (std140) uniform MatrixesData
{
mat4 ViewMatrix;
mat4 ProjectionMatrix;
mat4 InverseViewMatrix;
mat4 InverseProjectionMatrix;
mat4 ShadowViewProjMatrixes[4];
vec2 screen;
};
vec3 getLightFactor(float specMapValue) vec3 getLightFactor(float specMapValue)
{ {
vec2 tc = gl_FragCoord.xy / screen; vec2 tc = gl_FragCoord.xy / screen;

View File

@ -276,7 +276,7 @@ private:
void renderParticles(); void renderParticles();
void computeSunVisibility(); void computeSunVisibility();
void renderScene(scene::ICameraSceneNode * const camnode, std::vector<GlowData>& glows, float dt, bool hasShadows); void renderScene(scene::ICameraSceneNode * const camnode, std::vector<GlowData>& glows, float dt, bool hasShadows);
void computeCameraMatrix(scene::ICameraSceneNode * const camnode); void computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height);
void renderShadows(); void renderShadows();
void renderGlow(std::vector<GlowData>& glows); void renderGlow(std::vector<GlowData>& glows);
void renderSSAO(); void renderSSAO();

View File

@ -144,6 +144,9 @@ void IrrDriver::renderGLSL(float dt)
rg->preRenderCallback(camera); // adjusts start referee rg->preRenderCallback(camera); // adjusts start referee
m_scene_manager->setActiveCamera(camnode); m_scene_manager->setActiveCamera(camnode);
const core::recti &viewport = camera->getViewport();
computeCameraMatrix(camnode, viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
renderScene(camnode, glows, dt, track->hasShadows()); renderScene(camnode, glows, dt, track->hasShadows());
// Debug physic // Debug physic
@ -183,8 +186,6 @@ void IrrDriver::renderGLSL(float dt)
} }
} }
const core::recti &viewport = camera->getViewport();
// Render the post-processed scene // Render the post-processed scene
if (UserConfigParams::m_dynamic_lights) if (UserConfigParams::m_dynamic_lights)
{ {
@ -258,7 +259,6 @@ void IrrDriver::renderGLSL(float dt)
void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, std::vector<GlowData>& glows, float dt, bool hasShadow) void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, std::vector<GlowData>& glows, float dt, bool hasShadow)
{ {
computeCameraMatrix(camnode);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO); glBindBufferBase(GL_UNIFORM_BUFFER, 0, SharedObject::ViewProjectionMatrixesUBO);
PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00); PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
@ -603,7 +603,7 @@ void IrrDriver::renderParticles()
m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT); m_scene_manager->drawAll(scene::ESNRP_TRANSPARENT_EFFECT);
} }
void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode) void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height)
{ {
m_scene_manager->drawAll(scene::ESNRP_CAMERA); m_scene_manager->drawAll(scene::ESNRP_CAMERA);
irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION)); irr_driver->setProjMatrix(irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION));
@ -689,7 +689,7 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode)
camnode->setNearValue(oldnear); camnode->setNearValue(oldnear);
camnode->setFarValue(oldfar); camnode->setFarValue(oldfar);
float *tmp = new float[16 * 8]; float *tmp = new float[18 * 8];
memcpy(tmp, irr_driver->getViewMatrix().pointer(), 16 * sizeof(float)); memcpy(tmp, irr_driver->getViewMatrix().pointer(), 16 * sizeof(float));
memcpy(&tmp[16], irr_driver->getProjMatrix().pointer(), 16 * sizeof(float)); memcpy(&tmp[16], irr_driver->getProjMatrix().pointer(), 16 * sizeof(float));
@ -698,9 +698,11 @@ void IrrDriver::computeCameraMatrix(scene::ICameraSceneNode * const camnode)
size_t size = irr_driver->getShadowViewProj().size(); size_t size = irr_driver->getShadowViewProj().size();
for (unsigned i = 0; i < size; i++) for (unsigned i = 0; i < size; i++)
memcpy(&tmp[16 * i + 64], irr_driver->getShadowViewProj()[i].pointer(), 16 * sizeof(float)); memcpy(&tmp[16 * i + 64], irr_driver->getShadowViewProj()[i].pointer(), 16 * sizeof(float));
tmp[128] = width;
tmp[129] = height;
glBindBuffer(GL_UNIFORM_BUFFER, SharedObject::ViewProjectionMatrixesUBO); glBindBuffer(GL_UNIFORM_BUFFER, SharedObject::ViewProjectionMatrixesUBO);
glBufferSubData(GL_UNIFORM_BUFFER, 0, 16 * 8 * sizeof(float), tmp); glBufferSubData(GL_UNIFORM_BUFFER, 0, (16 * 8 + 2) * sizeof(float), tmp);
delete []tmp; delete []tmp;
} }

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@ -170,7 +170,7 @@ static void initShadowVPMUBO()
{ {
glGenBuffers(1, &SharedObject::ViewProjectionMatrixesUBO); glGenBuffers(1, &SharedObject::ViewProjectionMatrixesUBO);
glBindBuffer(GL_UNIFORM_BUFFER, SharedObject::ViewProjectionMatrixesUBO); glBindBuffer(GL_UNIFORM_BUFFER, SharedObject::ViewProjectionMatrixesUBO);
glBufferData(GL_UNIFORM_BUFFER, 16 * 8 * sizeof(float), 0, GL_STATIC_DRAW); glBufferData(GL_UNIFORM_BUFFER, (16 * 8 + 2) * sizeof(float), 0, GL_STATIC_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBuffer(GL_UNIFORM_BUFFER, 0);
} }
@ -699,7 +699,6 @@ namespace MeshShader
GLuint ObjectPass2Shader::attrib_texcoord; GLuint ObjectPass2Shader::attrib_texcoord;
GLuint ObjectPass2Shader::uniform_MM; GLuint ObjectPass2Shader::uniform_MM;
GLuint ObjectPass2Shader::uniform_TM; GLuint ObjectPass2Shader::uniform_TM;
GLuint ObjectPass2Shader::uniform_screen;
GLuint ObjectPass2Shader::uniform_ambient; GLuint ObjectPass2Shader::uniform_ambient;
GLuint ObjectPass2Shader::TU_Albedo; GLuint ObjectPass2Shader::TU_Albedo;
@ -717,7 +716,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@ -737,7 +735,6 @@ namespace MeshShader
bypassUBO(Program); bypassUBO(Program);
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer()); glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer()); glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
} }
@ -750,7 +747,6 @@ namespace MeshShader
GLuint InstancedObjectPass2Shader::attrib_scale; GLuint InstancedObjectPass2Shader::attrib_scale;
GLuint InstancedObjectPass2Shader::uniform_VP; GLuint InstancedObjectPass2Shader::uniform_VP;
GLuint InstancedObjectPass2Shader::uniform_TM; GLuint InstancedObjectPass2Shader::uniform_TM;
GLuint InstancedObjectPass2Shader::uniform_screen;
GLuint InstancedObjectPass2Shader::uniform_ambient; GLuint InstancedObjectPass2Shader::uniform_ambient;
GLuint InstancedObjectPass2Shader::TU_Albedo; GLuint InstancedObjectPass2Shader::TU_Albedo;
@ -772,7 +768,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
TU_Albedo = 3; TU_Albedo = 3;
@ -793,7 +788,6 @@ namespace MeshShader
bypassUBO(Program); bypassUBO(Program);
glUniformMatrix4fv(uniform_VP, 1, GL_FALSE, ViewProjectionMatrix.pointer()); glUniformMatrix4fv(uniform_VP, 1, GL_FALSE, ViewProjectionMatrix.pointer());
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer()); glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
} }
@ -806,7 +800,6 @@ namespace MeshShader
GLuint InstancedObjectRefPass2Shader::attrib_scale; GLuint InstancedObjectRefPass2Shader::attrib_scale;
GLuint InstancedObjectRefPass2Shader::uniform_VP; GLuint InstancedObjectRefPass2Shader::uniform_VP;
GLuint InstancedObjectRefPass2Shader::uniform_TM; GLuint InstancedObjectRefPass2Shader::uniform_TM;
GLuint InstancedObjectRefPass2Shader::uniform_screen;
GLuint InstancedObjectRefPass2Shader::uniform_ambient; GLuint InstancedObjectRefPass2Shader::uniform_ambient;
GLuint InstancedObjectRefPass2Shader::TU_Albedo; GLuint InstancedObjectRefPass2Shader::TU_Albedo;
@ -828,7 +821,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
TU_Albedo = 3; TU_Albedo = 3;
@ -849,7 +841,6 @@ namespace MeshShader
bypassUBO(Program); bypassUBO(Program);
glUniformMatrix4fv(uniform_VP, 1, GL_FALSE, ViewProjectionMatrix.pointer()); glUniformMatrix4fv(uniform_VP, 1, GL_FALSE, ViewProjectionMatrix.pointer());
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer()); glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
} }
@ -859,7 +850,6 @@ namespace MeshShader
GLuint DetailledObjectPass2Shader::attrib_texcoord; GLuint DetailledObjectPass2Shader::attrib_texcoord;
GLuint DetailledObjectPass2Shader::attrib_second_texcoord; GLuint DetailledObjectPass2Shader::attrib_second_texcoord;
GLuint DetailledObjectPass2Shader::uniform_MM; GLuint DetailledObjectPass2Shader::uniform_MM;
GLuint DetailledObjectPass2Shader::uniform_screen;
GLuint DetailledObjectPass2Shader::uniform_ambient; GLuint DetailledObjectPass2Shader::uniform_ambient;
GLuint DetailledObjectPass2Shader::TU_Albedo; GLuint DetailledObjectPass2Shader::TU_Albedo;
GLuint DetailledObjectPass2Shader::TU_detail; GLuint DetailledObjectPass2Shader::TU_detail;
@ -879,7 +869,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@ -900,8 +889,6 @@ namespace MeshShader
if (UserConfigParams::m_ubo_disabled) if (UserConfigParams::m_ubo_disabled)
bypassUBO(Program); bypassUBO(Program);
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer()); glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
} }
@ -944,7 +931,6 @@ namespace MeshShader
GLuint ObjectRimLimitShader::uniform_MM; GLuint ObjectRimLimitShader::uniform_MM;
GLuint ObjectRimLimitShader::uniform_IMM; GLuint ObjectRimLimitShader::uniform_IMM;
GLuint ObjectRimLimitShader::uniform_TM; GLuint ObjectRimLimitShader::uniform_TM;
GLuint ObjectRimLimitShader::uniform_screen;
GLuint ObjectRimLimitShader::uniform_ambient; GLuint ObjectRimLimitShader::uniform_ambient;
GLuint ObjectRimLimitShader::TU_Albedo; GLuint ObjectRimLimitShader::TU_Albedo;
@ -963,7 +949,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_tex = glGetUniformLocation(Program, "tex"); GLuint uniform_tex = glGetUniformLocation(Program, "tex");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
@ -987,8 +972,6 @@ namespace MeshShader
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer()); glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniformMatrix4fv(uniform_IMM, 1, GL_FALSE, InverseModelMatrix.pointer()); glUniformMatrix4fv(uniform_IMM, 1, GL_FALSE, InverseModelMatrix.pointer());
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer()); glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
} }
@ -997,7 +980,6 @@ namespace MeshShader
GLuint UntexturedObjectShader::attrib_position; GLuint UntexturedObjectShader::attrib_position;
GLuint UntexturedObjectShader::attrib_color; GLuint UntexturedObjectShader::attrib_color;
GLuint UntexturedObjectShader::uniform_MM; GLuint UntexturedObjectShader::uniform_MM;
GLuint UntexturedObjectShader::uniform_screen;
GLuint UntexturedObjectShader::uniform_ambient; GLuint UntexturedObjectShader::uniform_ambient;
void UntexturedObjectShader::init() void UntexturedObjectShader::init()
@ -1012,7 +994,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@ -1029,8 +1010,6 @@ namespace MeshShader
if (UserConfigParams::m_ubo_disabled) if (UserConfigParams::m_ubo_disabled)
bypassUBO(Program); bypassUBO(Program);
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer()); glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
} }
@ -1041,7 +1020,6 @@ namespace MeshShader
GLuint ObjectRefPass2Shader::attrib_texcoord; GLuint ObjectRefPass2Shader::attrib_texcoord;
GLuint ObjectRefPass2Shader::uniform_MM; GLuint ObjectRefPass2Shader::uniform_MM;
GLuint ObjectRefPass2Shader::uniform_TM; GLuint ObjectRefPass2Shader::uniform_TM;
GLuint ObjectRefPass2Shader::uniform_screen;
GLuint ObjectRefPass2Shader::uniform_ambient; GLuint ObjectRefPass2Shader::uniform_ambient;
GLuint ObjectRefPass2Shader::TU_Albedo; GLuint ObjectRefPass2Shader::TU_Albedo;
@ -1060,7 +1038,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@ -1081,8 +1058,6 @@ namespace MeshShader
bypassUBO(Program); bypassUBO(Program);
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer()); glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer()); glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
} }
@ -1092,7 +1067,6 @@ namespace MeshShader
GLuint GrassPass2Shader::attrib_texcoord; GLuint GrassPass2Shader::attrib_texcoord;
GLuint GrassPass2Shader::attrib_color; GLuint GrassPass2Shader::attrib_color;
GLuint GrassPass2Shader::uniform_MVP; GLuint GrassPass2Shader::uniform_MVP;
GLuint GrassPass2Shader::uniform_screen;
GLuint GrassPass2Shader::uniform_ambient; GLuint GrassPass2Shader::uniform_ambient;
GLuint GrassPass2Shader::uniform_windDir; GLuint GrassPass2Shader::uniform_windDir;
GLuint GrassPass2Shader::TU_Albedo; GLuint GrassPass2Shader::TU_Albedo;
@ -1111,7 +1085,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
uniform_windDir = glGetUniformLocation(Program, "windDir"); uniform_windDir = glGetUniformLocation(Program, "windDir");
TU_Albedo = 3; TU_Albedo = 3;
@ -1128,8 +1101,6 @@ namespace MeshShader
const core::vector3df &windDirection) const core::vector3df &windDirection)
{ {
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer()); glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
glUniform3f(uniform_windDir, windDirection.X, windDirection.Y, windDirection.Z); glUniform3f(uniform_windDir, windDirection.X, windDirection.Y, windDirection.Z);
@ -1144,7 +1115,6 @@ namespace MeshShader
GLuint InstancedGrassPass2Shader::attrib_orientation; GLuint InstancedGrassPass2Shader::attrib_orientation;
GLuint InstancedGrassPass2Shader::attrib_scale; GLuint InstancedGrassPass2Shader::attrib_scale;
GLuint InstancedGrassPass2Shader::uniform_VP; GLuint InstancedGrassPass2Shader::uniform_VP;
GLuint InstancedGrassPass2Shader::uniform_screen;
GLuint InstancedGrassPass2Shader::uniform_ambient; GLuint InstancedGrassPass2Shader::uniform_ambient;
GLuint InstancedGrassPass2Shader::uniform_windDir; GLuint InstancedGrassPass2Shader::uniform_windDir;
GLuint InstancedGrassPass2Shader::uniform_invproj; GLuint InstancedGrassPass2Shader::uniform_invproj;
@ -1173,7 +1143,6 @@ namespace MeshShader
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
GLuint uniform_dtex = glGetUniformLocation(Program, "dtex"); GLuint uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
uniform_windDir = glGetUniformLocation(Program, "windDir"); uniform_windDir = glGetUniformLocation(Program, "windDir");
uniform_invproj = glGetUniformLocation(Program, "invproj"); uniform_invproj = glGetUniformLocation(Program, "invproj");
@ -1201,7 +1170,6 @@ namespace MeshShader
glUniformMatrix4fv(uniform_VP, 1, GL_FALSE, ViewProjectionMatrix.pointer()); glUniformMatrix4fv(uniform_VP, 1, GL_FALSE, ViewProjectionMatrix.pointer());
glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, invproj.pointer()); glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, invproj.pointer());
glUniformMatrix4fv(uniform_IVM, 1, GL_FALSE, InverseViewMatrix.pointer()); glUniformMatrix4fv(uniform_IVM, 1, GL_FALSE, InverseViewMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
glUniform3f(uniform_SunDir, SunDir.X, SunDir.Y, SunDir.Z); glUniform3f(uniform_SunDir, SunDir.X, SunDir.Y, SunDir.Z);
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
@ -1213,7 +1181,6 @@ namespace MeshShader
GLuint SphereMapShader::attrib_normal; GLuint SphereMapShader::attrib_normal;
GLuint SphereMapShader::uniform_MM; GLuint SphereMapShader::uniform_MM;
GLuint SphereMapShader::uniform_IMM; GLuint SphereMapShader::uniform_IMM;
GLuint SphereMapShader::uniform_screen;
GLuint SphereMapShader::TU_tex; GLuint SphereMapShader::TU_tex;
void SphereMapShader::init() void SphereMapShader::init()
@ -1226,7 +1193,6 @@ namespace MeshShader
uniform_MM = glGetUniformLocation(Program, "ModelMatrix"); uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix"); uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
GLuint uniform_tex = glGetUniformLocation(Program, "tex"); GLuint uniform_tex = glGetUniformLocation(Program, "tex");
uniform_screen = glGetUniformLocation(Program, "screen");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
TU_tex = 3; TU_tex = 3;
@ -1242,7 +1208,6 @@ namespace MeshShader
bypassUBO(Program); bypassUBO(Program);
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer()); glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniformMatrix4fv(uniform_IMM, 1, GL_FALSE, InverseModelMatrix.pointer()); glUniformMatrix4fv(uniform_IMM, 1, GL_FALSE, InverseModelMatrix.pointer());
glUniform2f(uniform_screen, screen.X, screen.Y);
} }
GLuint SplattingShader::Program; GLuint SplattingShader::Program;
@ -1250,7 +1215,6 @@ namespace MeshShader
GLuint SplattingShader::attrib_texcoord; GLuint SplattingShader::attrib_texcoord;
GLuint SplattingShader::attrib_second_texcoord; GLuint SplattingShader::attrib_second_texcoord;
GLuint SplattingShader::uniform_MM; GLuint SplattingShader::uniform_MM;
GLuint SplattingShader::uniform_screen;
GLuint SplattingShader::uniform_ambient; GLuint SplattingShader::uniform_ambient;
GLuint SplattingShader::TU_tex_layout; GLuint SplattingShader::TU_tex_layout;
GLuint SplattingShader::TU_tex_detail0; GLuint SplattingShader::TU_tex_detail0;
@ -1275,7 +1239,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
TU_tex_layout = 3; TU_tex_layout = 3;
TU_tex_detail0 = 4; TU_tex_detail0 = 4;
@ -1298,8 +1261,6 @@ namespace MeshShader
void SplattingShader::setUniforms(const core::matrix4 &ModelMatrix) void SplattingShader::setUniforms(const core::matrix4 &ModelMatrix)
{ {
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer()); glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniform2f(uniform_screen, float(UserConfigParams::m_width),
float(UserConfigParams::m_height));
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
} }
@ -1310,7 +1271,6 @@ namespace MeshShader
GLuint CausticsShader::uniform_MVP; GLuint CausticsShader::uniform_MVP;
GLuint CausticsShader::uniform_dir; GLuint CausticsShader::uniform_dir;
GLuint CausticsShader::uniform_dir2; GLuint CausticsShader::uniform_dir2;
GLuint CausticsShader::uniform_screen;
GLuint CausticsShader::uniform_ambient; GLuint CausticsShader::uniform_ambient;
GLuint CausticsShader::TU_Albedo; GLuint CausticsShader::TU_Albedo;
GLuint CausticsShader::TU_caustictex; GLuint CausticsShader::TU_caustictex;
@ -1331,7 +1291,6 @@ namespace MeshShader
GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap"); GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap"); GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO"); GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ambient = glGetUniformLocation(Program, "ambient"); uniform_ambient = glGetUniformLocation(Program, "ambient");
TU_Albedo = 3; TU_Albedo = 3;
TU_caustictex = 4; TU_caustictex = 4;
@ -1350,7 +1309,6 @@ namespace MeshShader
glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer()); glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
glUniform2f(uniform_dir, dir.X, dir.Y); glUniform2f(uniform_dir, dir.X, dir.Y);
glUniform2f(uniform_dir2, dir2.X, dir2.Y); glUniform2f(uniform_dir2, dir2.X, dir2.Y);
glUniform2f(uniform_screen, screen.X, screen.Y);
const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight(); const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
glUniform3f(uniform_ambient, s.r, s.g, s.b); glUniform3f(uniform_ambient, s.r, s.g, s.b);
} }
@ -1424,7 +1382,6 @@ namespace MeshShader
GLuint TransparentFogShader::uniform_start; GLuint TransparentFogShader::uniform_start;
GLuint TransparentFogShader::uniform_end; GLuint TransparentFogShader::uniform_end;
GLuint TransparentFogShader::uniform_col; GLuint TransparentFogShader::uniform_col;
GLuint TransparentFogShader::uniform_screen;
GLuint TransparentFogShader::uniform_ipvmat; GLuint TransparentFogShader::uniform_ipvmat;
void TransparentFogShader::init() void TransparentFogShader::init()
@ -1444,7 +1401,6 @@ namespace MeshShader
uniform_start = glGetUniformLocation(Program, "start"); uniform_start = glGetUniformLocation(Program, "start");
uniform_end = glGetUniformLocation(Program, "end"); uniform_end = glGetUniformLocation(Program, "end");
uniform_col = glGetUniformLocation(Program, "col"); uniform_col = glGetUniformLocation(Program, "col");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_ipvmat = glGetUniformLocation(Program, "ipvmat"); uniform_ipvmat = glGetUniformLocation(Program, "ipvmat");
} }
@ -1458,7 +1414,6 @@ namespace MeshShader
glUniform1f(uniform_start, start); glUniform1f(uniform_start, start);
glUniform1f(uniform_end, end); glUniform1f(uniform_end, end);
glUniform3f(uniform_col, col.X, col.Y, col.Z); glUniform3f(uniform_col, col.X, col.Y, col.Z);
glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
glUniformMatrix4fv(uniform_ipvmat, 1, GL_FALSE, ipvmat.pointer()); glUniformMatrix4fv(uniform_ipvmat, 1, GL_FALSE, ipvmat.pointer());
glUniform1i(uniform_tex, TU_tex); glUniform1i(uniform_tex, TU_tex);
} }
@ -1751,7 +1706,6 @@ namespace MeshShader
GLuint DisplaceShader::uniform_color_tex; GLuint DisplaceShader::uniform_color_tex;
GLuint DisplaceShader::uniform_dir; GLuint DisplaceShader::uniform_dir;
GLuint DisplaceShader::uniform_dir2; GLuint DisplaceShader::uniform_dir2;
GLuint DisplaceShader::uniform_screen;
void DisplaceShader::init() void DisplaceShader::init()
{ {
@ -1768,7 +1722,6 @@ namespace MeshShader
uniform_mask_tex = glGetUniformLocation(Program, "mask_tex"); uniform_mask_tex = glGetUniformLocation(Program, "mask_tex");
uniform_dir = glGetUniformLocation(Program, "dir"); uniform_dir = glGetUniformLocation(Program, "dir");
uniform_dir2 = glGetUniformLocation(Program, "dir2"); uniform_dir2 = glGetUniformLocation(Program, "dir2");
uniform_screen = glGetUniformLocation(Program, "screen");
} }
void DisplaceShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ModelViewMatrix, const core::vector2df &dir, const core::vector2df &dir2, const core::vector2df &screen, unsigned TU_displacement_tex, unsigned TU_mask_tex, unsigned TU_color_tex) void DisplaceShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ModelViewMatrix, const core::vector2df &dir, const core::vector2df &dir2, const core::vector2df &screen, unsigned TU_displacement_tex, unsigned TU_mask_tex, unsigned TU_color_tex)
@ -1777,7 +1730,6 @@ namespace MeshShader
glUniformMatrix4fv(uniform_MV, 1, GL_FALSE, ModelViewMatrix.pointer()); glUniformMatrix4fv(uniform_MV, 1, GL_FALSE, ModelViewMatrix.pointer());
glUniform2f(uniform_dir, dir.X, dir.Y); glUniform2f(uniform_dir, dir.X, dir.Y);
glUniform2f(uniform_dir2, dir2.X, dir2.Y); glUniform2f(uniform_dir2, dir2.X, dir2.Y);
glUniform2f(uniform_screen, screen.X, screen.Y);
glUniform1i(uniform_displacement_tex, TU_displacement_tex); glUniform1i(uniform_displacement_tex, TU_displacement_tex);
glUniform1i(uniform_mask_tex, TU_mask_tex); glUniform1i(uniform_mask_tex, TU_mask_tex);
glUniform1i(uniform_color_tex, TU_color_tex); glUniform1i(uniform_color_tex, TU_color_tex);
@ -1787,7 +1739,6 @@ namespace MeshShader
GLuint SkyboxShader::attrib_position; GLuint SkyboxShader::attrib_position;
GLuint SkyboxShader::uniform_MM; GLuint SkyboxShader::uniform_MM;
GLuint SkyboxShader::uniform_tex; GLuint SkyboxShader::uniform_tex;
GLuint SkyboxShader::uniform_screen;
GLuint SkyboxShader::cubevao; GLuint SkyboxShader::cubevao;
void SkyboxShader::init() void SkyboxShader::init()
@ -1798,7 +1749,6 @@ namespace MeshShader
attrib_position = glGetAttribLocation(Program, "Position"); attrib_position = glGetAttribLocation(Program, "Position");
uniform_MM = glGetUniformLocation(Program, "ModelMatrix"); uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
uniform_tex = glGetUniformLocation(Program, "tex"); uniform_tex = glGetUniformLocation(Program, "tex");
uniform_screen = glGetUniformLocation(Program, "screen");
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@ -1817,7 +1767,6 @@ namespace MeshShader
bypassUBO(Program); bypassUBO(Program);
glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer()); glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
glUniform1i(uniform_tex, TU_tex); glUniform1i(uniform_tex, TU_tex);
glUniform2f(uniform_screen, screen.X, screen.Y);
} }
} }
@ -1832,7 +1781,6 @@ namespace LightShader
GLuint PointLightShader::uniform_ntex; GLuint PointLightShader::uniform_ntex;
GLuint PointLightShader::uniform_dtex; GLuint PointLightShader::uniform_dtex;
GLuint PointLightShader::uniform_spec; GLuint PointLightShader::uniform_spec;
GLuint PointLightShader::uniform_screen;
GLuint PointLightShader::vbo; GLuint PointLightShader::vbo;
GLuint PointLightShader::vao; GLuint PointLightShader::vao;
@ -1851,7 +1799,6 @@ namespace LightShader
uniform_ntex = glGetUniformLocation(Program, "ntex"); uniform_ntex = glGetUniformLocation(Program, "ntex");
uniform_dtex = glGetUniformLocation(Program, "dtex"); uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_spec = glGetUniformLocation(Program, "spec"); uniform_spec = glGetUniformLocation(Program, "spec");
uniform_screen = glGetUniformLocation(Program, "screen");
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glBindVertexArray(vao); glBindVertexArray(vao);
@ -1880,7 +1827,6 @@ namespace LightShader
if (UserConfigParams::m_ubo_disabled) if (UserConfigParams::m_ubo_disabled)
bypassUBO(Program); bypassUBO(Program);
glUniform1f(uniform_spec, 200); glUniform1f(uniform_spec, 200);
glUniform2f(uniform_screen, screen.X, screen.Y);
glUniform1i(uniform_ntex, TU_ntex); glUniform1i(uniform_ntex, TU_ntex);
glUniform1i(uniform_dtex, TU_dtex); glUniform1i(uniform_dtex, TU_dtex);
@ -1990,7 +1936,6 @@ namespace ParticleShader
GLuint SimpleParticleRender::uniform_viewmatrix; GLuint SimpleParticleRender::uniform_viewmatrix;
GLuint SimpleParticleRender::uniform_tex; GLuint SimpleParticleRender::uniform_tex;
GLuint SimpleParticleRender::uniform_dtex; GLuint SimpleParticleRender::uniform_dtex;
GLuint SimpleParticleRender::uniform_screen;
GLuint SimpleParticleRender::uniform_invproj; GLuint SimpleParticleRender::uniform_invproj;
GLuint SimpleParticleRender::uniform_color_from; GLuint SimpleParticleRender::uniform_color_from;
GLuint SimpleParticleRender::uniform_color_to; GLuint SimpleParticleRender::uniform_color_to;
@ -2011,7 +1956,6 @@ namespace ParticleShader
uniform_viewmatrix = glGetUniformLocation(Program, "ViewMatrix"); uniform_viewmatrix = glGetUniformLocation(Program, "ViewMatrix");
uniform_tex = glGetUniformLocation(Program, "tex"); uniform_tex = glGetUniformLocation(Program, "tex");
uniform_invproj = glGetUniformLocation(Program, "invproj"); uniform_invproj = glGetUniformLocation(Program, "invproj");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_dtex = glGetUniformLocation(Program, "dtex"); uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_color_from = glGetUniformLocation(Program, "color_from"); uniform_color_from = glGetUniformLocation(Program, "color_from");
assert(uniform_color_from != -1); assert(uniform_color_from != -1);
@ -2024,7 +1968,6 @@ namespace ParticleShader
const ParticleSystemProxy* particle_system) const ParticleSystemProxy* particle_system)
{ {
glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer()); glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer());
glUniform2f(uniform_screen, width, height);
glUniformMatrix4fv(uniform_matrix, 1, GL_FALSE, irr_driver->getProjMatrix().pointer()); glUniformMatrix4fv(uniform_matrix, 1, GL_FALSE, irr_driver->getProjMatrix().pointer());
glUniformMatrix4fv(uniform_viewmatrix, 1, GL_FALSE, irr_driver->getViewMatrix().pointer()); glUniformMatrix4fv(uniform_viewmatrix, 1, GL_FALSE, irr_driver->getViewMatrix().pointer());
glUniform1i(uniform_tex, TU_tex); glUniform1i(uniform_tex, TU_tex);
@ -2048,7 +1991,6 @@ namespace ParticleShader
GLuint FlipParticleRender::uniform_viewmatrix; GLuint FlipParticleRender::uniform_viewmatrix;
GLuint FlipParticleRender::uniform_tex; GLuint FlipParticleRender::uniform_tex;
GLuint FlipParticleRender::uniform_dtex; GLuint FlipParticleRender::uniform_dtex;
GLuint FlipParticleRender::uniform_screen;
GLuint FlipParticleRender::uniform_invproj; GLuint FlipParticleRender::uniform_invproj;
void FlipParticleRender::init() void FlipParticleRender::init()
@ -2068,14 +2010,12 @@ namespace ParticleShader
uniform_viewmatrix = glGetUniformLocation(Program, "ViewMatrix"); uniform_viewmatrix = glGetUniformLocation(Program, "ViewMatrix");
uniform_tex = glGetUniformLocation(Program, "tex"); uniform_tex = glGetUniformLocation(Program, "tex");
uniform_invproj = glGetUniformLocation(Program, "invproj"); uniform_invproj = glGetUniformLocation(Program, "invproj");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_dtex = glGetUniformLocation(Program, "dtex"); uniform_dtex = glGetUniformLocation(Program, "dtex");
} }
void FlipParticleRender::setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix, const core::matrix4 InvProjMatrix, float width, float height, unsigned TU_tex, unsigned TU_dtex) void FlipParticleRender::setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix, const core::matrix4 InvProjMatrix, float width, float height, unsigned TU_tex, unsigned TU_dtex)
{ {
glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer()); glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, InvProjMatrix.pointer());
glUniform2f(uniform_screen, width, height);
glUniformMatrix4fv(uniform_matrix, 1, GL_FALSE, irr_driver->getProjMatrix().pointer()); glUniformMatrix4fv(uniform_matrix, 1, GL_FALSE, irr_driver->getProjMatrix().pointer());
glUniformMatrix4fv(uniform_viewmatrix, 1, GL_FALSE, irr_driver->getViewMatrix().pointer()); glUniformMatrix4fv(uniform_viewmatrix, 1, GL_FALSE, irr_driver->getViewMatrix().pointer());
glUniform1i(uniform_tex, TU_tex); glUniform1i(uniform_tex, TU_tex);
@ -2169,7 +2109,6 @@ namespace FullScreenShader
GLuint DepthOfFieldShader::uniform_tex; GLuint DepthOfFieldShader::uniform_tex;
GLuint DepthOfFieldShader::uniform_depth; GLuint DepthOfFieldShader::uniform_depth;
GLuint DepthOfFieldShader::uniform_invproj; GLuint DepthOfFieldShader::uniform_invproj;
GLuint DepthOfFieldShader::uniform_screen;
GLuint DepthOfFieldShader::vao; GLuint DepthOfFieldShader::vao;
void DepthOfFieldShader::init() void DepthOfFieldShader::init()
@ -2179,7 +2118,6 @@ namespace FullScreenShader
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/dof.frag").c_str()); GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/dof.frag").c_str());
uniform_tex = glGetUniformLocation(Program, "tex"); uniform_tex = glGetUniformLocation(Program, "tex");
uniform_depth = glGetUniformLocation(Program, "dtex"); uniform_depth = glGetUniformLocation(Program, "dtex");
uniform_screen = glGetUniformLocation(Program, "screen");
uniform_invproj = glGetUniformLocation(Program, "invprojm"); uniform_invproj = glGetUniformLocation(Program, "invprojm");
vao = createVAO(Program); vao = createVAO(Program);
} }
@ -2187,7 +2125,6 @@ namespace FullScreenShader
void DepthOfFieldShader::setUniforms(const core::matrix4 &invproj, const core::vector2df &screen, unsigned TU_tex, unsigned TU_dtex) void DepthOfFieldShader::setUniforms(const core::matrix4 &invproj, const core::vector2df &screen, unsigned TU_tex, unsigned TU_dtex)
{ {
glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, invproj.pointer()); glUniformMatrix4fv(uniform_invproj, 1, GL_FALSE, invproj.pointer());
glUniform2f(uniform_screen, screen.X, screen.Y);
glUniform1i(uniform_tex, TU_tex); glUniform1i(uniform_tex, TU_tex);
glUniform1i(uniform_depth, TU_dtex); glUniform1i(uniform_depth, TU_dtex);
} }
@ -2551,7 +2488,6 @@ namespace FullScreenShader
GLuint SSAOShader::uniform_dtex; GLuint SSAOShader::uniform_dtex;
GLuint SSAOShader::uniform_noise_texture; GLuint SSAOShader::uniform_noise_texture;
GLuint SSAOShader::uniform_samplePoints; GLuint SSAOShader::uniform_samplePoints;
GLuint SSAOShader::uniform_screen;
GLuint SSAOShader::vao; GLuint SSAOShader::vao;
float SSAOShader::SSAOSamples[64]; float SSAOShader::SSAOSamples[64];
@ -2566,7 +2502,6 @@ namespace FullScreenShader
uniform_dtex = glGetUniformLocation(Program, "dtex"); uniform_dtex = glGetUniformLocation(Program, "dtex");
uniform_noise_texture = glGetUniformLocation(Program, "noise_texture"); uniform_noise_texture = glGetUniformLocation(Program, "noise_texture");
uniform_samplePoints = glGetUniformLocation(Program, "samplePoints[0]"); uniform_samplePoints = glGetUniformLocation(Program, "samplePoints[0]");
uniform_screen = glGetUniformLocation(Program, "screen");
vao = createVAO(Program); vao = createVAO(Program);
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData"); GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0); glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
@ -2690,7 +2625,6 @@ namespace FullScreenShader
if (UserConfigParams::m_ubo_disabled) if (UserConfigParams::m_ubo_disabled)
bypassUBO(Program); bypassUBO(Program);
glUniform4fv(uniform_samplePoints, 16, SSAOSamples); glUniform4fv(uniform_samplePoints, 16, SSAOSamples);
glUniform2f(uniform_screen, screen.X, screen.Y);
glUniform1i(uniform_dtex, TU_dtex); glUniform1i(uniform_dtex, TU_dtex);
glUniform1i(uniform_noise_texture, TU_noise); glUniform1i(uniform_noise_texture, TU_noise);

View File

@ -131,7 +131,7 @@ class ObjectPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord; static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MM, uniform_TM, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_TM, uniform_ambient;
static GLuint TU_Albedo; static GLuint TU_Albedo;
static void init(); static void init();
@ -143,7 +143,7 @@ class InstancedObjectPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale; static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_VP, uniform_TM, uniform_screen, uniform_ambient; static GLuint uniform_VP, uniform_TM, uniform_ambient;
static GLuint TU_Albedo; static GLuint TU_Albedo;
static void init(); static void init();
@ -155,7 +155,7 @@ class InstancedObjectRefPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale; static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_VP, uniform_TM, uniform_screen, uniform_ambient; static GLuint uniform_VP, uniform_TM, uniform_ambient;
static GLuint TU_Albedo; static GLuint TU_Albedo;
static void init(); static void init();
@ -167,7 +167,7 @@ class DetailledObjectPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord; static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
static GLuint uniform_MM, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_ambient;
static GLuint TU_Albedo, TU_detail; static GLuint TU_Albedo, TU_detail;
static void init(); static void init();
@ -179,7 +179,7 @@ class ObjectRimLimitShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_normal, attrib_texcoord; static GLuint attrib_position, attrib_normal, attrib_texcoord;
static GLuint uniform_MM, uniform_IMM, uniform_TM, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_IMM, uniform_TM, uniform_ambient;
static GLuint TU_Albedo; static GLuint TU_Albedo;
static void init(); static void init();
@ -191,7 +191,7 @@ class UntexturedObjectShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_color; static GLuint attrib_position, attrib_color;
static GLuint uniform_MM, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_ambient;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelMatrix); static void setUniforms(const core::matrix4 &ModelMatrix);
@ -214,7 +214,7 @@ class ObjectRefPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord; static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MM, uniform_TM, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_TM, uniform_ambient;
static GLuint TU_Albedo; static GLuint TU_Albedo;
static void init(); static void init();
@ -226,7 +226,7 @@ class GrassPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_color; static GLuint attrib_position, attrib_texcoord, attrib_color;
static GLuint uniform_MVP, uniform_screen, uniform_ambient, uniform_windDir; static GLuint uniform_MVP, uniform_ambient, uniform_windDir;
static GLuint TU_Albedo; static GLuint TU_Albedo;
static void init(); static void init();
@ -238,7 +238,7 @@ class InstancedGrassPass2Shader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_normal, attrib_color, attrib_origin, attrib_orientation, attrib_scale; static GLuint attrib_position, attrib_texcoord, attrib_normal, attrib_color, attrib_origin, attrib_orientation, attrib_scale;
static GLuint uniform_VP, uniform_TM, uniform_IVM, uniform_screen, uniform_ambient, uniform_windDir, uniform_invproj, uniform_SunDir; static GLuint uniform_VP, uniform_TM, uniform_IVM, uniform_ambient, uniform_windDir, uniform_invproj, uniform_SunDir;
static GLuint TU_Albedo, TU_dtex; static GLuint TU_Albedo, TU_dtex;
static void init(); static void init();
@ -250,7 +250,7 @@ class SphereMapShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_normal; static GLuint attrib_position, attrib_normal;
static GLuint uniform_MM, uniform_IMM, uniform_screen; static GLuint uniform_MM, uniform_IMM;
static GLuint TU_tex; static GLuint TU_tex;
static void init(); static void init();
@ -262,7 +262,7 @@ class SplattingShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord; static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
static GLuint uniform_MM, uniform_screen, uniform_ambient; static GLuint uniform_MM, uniform_ambient;
static GLuint TU_tex_layout, TU_tex_detail0, TU_tex_detail1, TU_tex_detail2, TU_tex_detail3; static GLuint TU_tex_layout, TU_tex_detail0, TU_tex_detail1, TU_tex_detail2, TU_tex_detail3;
static void init(); static void init();
@ -274,7 +274,7 @@ class CausticsShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord; static GLuint attrib_position, attrib_texcoord;
static GLuint uniform_MVP, uniform_dir, uniform_dir2, uniform_screen, uniform_ambient; static GLuint uniform_MVP, uniform_dir, uniform_dir2, uniform_ambient;
static GLuint TU_Albedo, TU_caustictex; static GLuint TU_Albedo, TU_caustictex;
static void init(); static void init();
@ -308,7 +308,7 @@ class TransparentFogShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_color; static GLuint attrib_position, attrib_texcoord, attrib_color;
static GLuint uniform_MVP, uniform_TM, uniform_tex, uniform_fogmax, uniform_startH, uniform_endH, uniform_start, uniform_end, uniform_col, uniform_screen, uniform_ipvmat; static GLuint uniform_MVP, uniform_TM, uniform_tex, uniform_fogmax, uniform_startH, uniform_endH, uniform_start, uniform_end, uniform_col, uniform_ipvmat;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex); static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex);
@ -407,7 +407,7 @@ class DisplaceShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord; static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
static GLuint uniform_MVP, uniform_MV, uniform_displacement_tex, uniform_mask_tex, uniform_color_tex, uniform_screen, uniform_dir, uniform_dir2; static GLuint uniform_MVP, uniform_MV, uniform_displacement_tex, uniform_mask_tex, uniform_color_tex, uniform_dir, uniform_dir2;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ModelViewMatrix, const core::vector2df &dir, const core::vector2df &dir2, const core::vector2df &screen, unsigned TU_displacement_tex, unsigned TU_mask_tex, unsigned TU_color_tex); static void setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &ModelViewMatrix, const core::vector2df &dir, const core::vector2df &dir2, const core::vector2df &screen, unsigned TU_displacement_tex, unsigned TU_mask_tex, unsigned TU_color_tex);
@ -418,7 +418,7 @@ class SkyboxShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_position; static GLuint attrib_position;
static GLuint uniform_MM, uniform_tex, uniform_screen; static GLuint uniform_MM, uniform_tex;
static GLuint cubevao; static GLuint cubevao;
static void init(); static void init();
@ -449,7 +449,7 @@ namespace LightShader
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_Position, attrib_Energy, attrib_Color, attrib_Radius; static GLuint attrib_Position, attrib_Energy, attrib_Color, attrib_Radius;
static GLuint uniform_ntex, uniform_dtex, uniform_spec, uniform_screen; static GLuint uniform_ntex, uniform_dtex, uniform_spec;
static GLuint vbo; static GLuint vbo;
static GLuint vao; static GLuint vao;
@ -489,7 +489,7 @@ class SimpleParticleRender
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_pos, attrib_lf, attrib_quadcorner, attrib_texcoord, attrib_sz; static GLuint attrib_pos, attrib_lf, attrib_quadcorner, attrib_texcoord, attrib_sz;
static GLuint uniform_matrix, uniform_viewmatrix, uniform_tex, uniform_dtex, uniform_screen, uniform_invproj, uniform_color_from, uniform_color_to; static GLuint uniform_matrix, uniform_viewmatrix, uniform_tex, uniform_dtex, uniform_invproj, uniform_color_from, uniform_color_to;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix, static void setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix,
@ -502,7 +502,7 @@ class FlipParticleRender
public: public:
static GLuint Program; static GLuint Program;
static GLuint attrib_pos, attrib_lf, attrib_quadcorner, attrib_texcoord, attrib_sz, attrib_rotationvec, attrib_anglespeed; static GLuint attrib_pos, attrib_lf, attrib_quadcorner, attrib_texcoord, attrib_sz, attrib_rotationvec, attrib_anglespeed;
static GLuint uniform_matrix, uniform_viewmatrix, uniform_tex, uniform_dtex, uniform_screen, uniform_invproj; static GLuint uniform_matrix, uniform_viewmatrix, uniform_tex, uniform_dtex, uniform_invproj;
static void init(); static void init();
static void setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix, const core::matrix4 InvProjMatrix, float width, float height, unsigned TU_tex, unsigned TU_normal_and_depth); static void setUniforms(const core::matrix4 &ViewMatrix, const core::matrix4 &ProjMatrix, const core::matrix4 InvProjMatrix, float width, float height, unsigned TU_tex, unsigned TU_normal_and_depth);
@ -549,7 +549,7 @@ class DepthOfFieldShader
{ {
public: public:
static GLuint Program; static GLuint Program;
static GLuint uniform_tex, uniform_depth, uniform_screen, uniform_invproj; static GLuint uniform_tex, uniform_depth, uniform_invproj;
static GLuint vao; static GLuint vao;
static void init(); static void init();
@ -738,7 +738,7 @@ class SSAOShader
{ {
public: public:
static GLuint Program; static GLuint Program;
static GLuint uniform_ntex, uniform_dtex, uniform_noise_texture, uniform_samplePoints, uniform_screen; static GLuint uniform_ntex, uniform_dtex, uniform_noise_texture, uniform_samplePoints;
static GLuint vao; static GLuint vao;
static float SSAOSamples[64]; static float SSAOSamples[64];