Converted more shaders to use the new template.

This commit is contained in:
hiker 2015-05-07 07:41:51 +10:00
parent 08ea768e16
commit 8b9e5acd1a
3 changed files with 7 additions and 6 deletions

View File

@ -33,7 +33,7 @@
/** Transform feedback shader that simulates the particles on GPU.
*/
class PointEmitterShader : public Shader
< PointEmitterShader, core::matrix4, int, int, float >
< PointEmitterShader, core::matrix4, int, int, float >
{
public:
PointEmitterShader()
@ -73,8 +73,8 @@ public:
// ============================================================================
class FlipParticleRender : public Shader<FlipParticleRender>,
public TextureRead < Trilinear_Anisotropic_Filtered,
Nearest_Filtered >
public TextureReadNew < ST_TRILINEAR_ANISOTROPIC_FILTERED,
ST_NEAREST_FILTERED >
{
public:
FlipParticleRender()
@ -84,7 +84,8 @@ public:
GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
GL_FRAGMENT_SHADER, "particle.frag");
assignUniforms();
assignSamplerNames(m_program, 0, "tex", 1, "dtex");
assignSamplerNames(m_program, 0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
1, "dtex", ST_NEAREST_FILTERED);
}
}; // FlipParticleShader

View File

@ -775,7 +775,7 @@ namespace MeshShader
GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
GL_FRAGMENT_SHADER, "object_pass1.frag");
assignUniforms("ModelMatrix", "InverseModelMatrix");
assignSamplerNames(m_program, 0, "tex");
assignSamplerNames(m_program, 0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED);
}
ObjectRefPass1Shader::ObjectRefPass1Shader()

View File

@ -62,7 +62,7 @@ public:
namespace MeshShader
{
class ObjectPass1Shader : public Shader<ObjectPass1Shader, core::matrix4, core::matrix4>,
public TextureRead<Trilinear_Anisotropic_Filtered>
public TextureReadNew<ST_TRILINEAR_ANISOTROPIC_FILTERED>
{
public:
ObjectPass1Shader();