Converted more shaders to use the new template.
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08ea768e16
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8b9e5acd1a
@ -33,7 +33,7 @@
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/** Transform feedback shader that simulates the particles on GPU.
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*/
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class PointEmitterShader : public Shader
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< PointEmitterShader, core::matrix4, int, int, float >
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< PointEmitterShader, core::matrix4, int, int, float >
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{
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public:
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PointEmitterShader()
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@ -73,8 +73,8 @@ public:
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// ============================================================================
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class FlipParticleRender : public Shader<FlipParticleRender>,
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public TextureRead < Trilinear_Anisotropic_Filtered,
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Nearest_Filtered >
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public TextureReadNew < ST_TRILINEAR_ANISOTROPIC_FILTERED,
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ST_NEAREST_FILTERED >
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{
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public:
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FlipParticleRender()
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@ -84,7 +84,8 @@ public:
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GL_FRAGMENT_SHADER, "utils/getPosFromUVDepth.frag",
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GL_FRAGMENT_SHADER, "particle.frag");
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assignUniforms();
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assignSamplerNames(m_program, 0, "tex", 1, "dtex");
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assignSamplerNames(m_program, 0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED,
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1, "dtex", ST_NEAREST_FILTERED);
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}
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}; // FlipParticleShader
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@ -775,7 +775,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, "utils/encode_normal.frag",
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GL_FRAGMENT_SHADER, "object_pass1.frag");
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assignUniforms("ModelMatrix", "InverseModelMatrix");
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assignSamplerNames(m_program, 0, "tex");
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assignSamplerNames(m_program, 0, "tex", ST_TRILINEAR_ANISOTROPIC_FILTERED);
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}
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ObjectRefPass1Shader::ObjectRefPass1Shader()
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@ -62,7 +62,7 @@ public:
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namespace MeshShader
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{
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class ObjectPass1Shader : public Shader<ObjectPass1Shader, core::matrix4, core::matrix4>,
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public TextureRead<Trilinear_Anisotropic_Filtered>
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public TextureReadNew<ST_TRILINEAR_ANISOTROPIC_FILTERED>
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{
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public:
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ObjectPass1Shader();
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