Use specmap on others mats
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0121ae8db6
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9f2b66d195
@ -1,10 +1,12 @@
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#ifndef GL_ARB_bindless_texture
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uniform sampler2D Albedo;
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uniform sampler2D Detail;
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uniform sampler2D SpecMap;
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#endif
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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flat in sampler2D thirdhandle;
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#endif
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in vec2 uv;
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@ -17,6 +19,7 @@ void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 color = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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@ -24,7 +27,8 @@ void main(void)
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#else
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vec4 color = texture(Albedo, uv);
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vec4 detail = texture(Detail, uv_bis);
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float specmap = texture(SpecMap, uv).g;
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#endif
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color *= detail;
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), 1.), 1.);
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap), 1.);
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}
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@ -2,6 +2,7 @@
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layout(bindless_sampler) uniform sampler2D dtex;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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uniform sampler2D dtex;
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#endif
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@ -9,6 +10,7 @@ uniform vec3 SunDir;
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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#endif
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in vec3 nor;
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in vec2 uv;
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@ -20,11 +22,13 @@ void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 color = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#else
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vec4 color = texture(Albedo, uv);
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float specmap = texture(SpecMap, uv).g;
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#endif
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if (color.a < 0.5) discard;
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@ -44,6 +48,6 @@ void main(void)
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), 1.);
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vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), specmap);
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FragColor = vec4(LightFactor, 1.);
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}
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@ -75,7 +75,7 @@ struct DefaultMaterial
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};
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const std::vector<size_t> DefaultMaterial::FirstPassTextures = { 1 };
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const std::vector<size_t> DefaultMaterial::SecondPassTextures = { 0 };
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const std::vector<size_t> DefaultMaterial::SecondPassTextures = { 0, 1 };
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struct AlphaRef
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{
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@ -93,7 +93,7 @@ struct AlphaRef
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};
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const std::vector<size_t> AlphaRef::FirstPassTextures = { 0, 1 };
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const std::vector<size_t> AlphaRef::SecondPassTextures = { 0 };
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const std::vector<size_t> AlphaRef::SecondPassTextures = { 0, 1 };
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struct SphereMap
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{
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@ -165,7 +165,7 @@ struct NormalMat
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};
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const std::vector<size_t> NormalMat::FirstPassTextures = { 2, 1 };
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const std::vector<size_t> NormalMat::SecondPassTextures = { 0 };
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const std::vector<size_t> NormalMat::SecondPassTextures = { 0, 1 };
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struct DetailMat
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{
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@ -183,7 +183,7 @@ struct DetailMat
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};
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const std::vector<size_t> DetailMat::FirstPassTextures = { 1 };
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const std::vector<size_t> DetailMat::SecondPassTextures = { 0, 2 };
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const std::vector<size_t> DetailMat::SecondPassTextures = { 0, 2, 1 };
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struct SplattingMat
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{
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@ -531,15 +531,15 @@ void IrrDriver::renderSolidSecondPass()
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if (UserConfigParams::m_azdo)
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{
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multidraw2ndPass<DefaultMaterial>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
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multidraw2ndPass<AlphaRef>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
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multidraw2ndPass<DefaultMaterial>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<AlphaRef>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<SphereMap>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
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multidraw2ndPass<UnlitMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
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SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
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multidraw2ndPass<GrassMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, DepthHandle, 0), windDir, cb->getPosition());
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multidraw2ndPass<GrassMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, DepthHandle, 0, 0), windDir, cb->getPosition());
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multidraw2ndPass<NormalMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
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multidraw2ndPass<DetailMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<NormalMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
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multidraw2ndPass<DetailMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0, 0));
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}
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else if (irr_driver->hasARB_draw_indirect())
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{
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@ -865,7 +865,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_object_pass2.frag").c_str());
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AssignUniforms();
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
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}
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InstancedObjectRefPass2Shader::InstancedObjectRefPass2Shader()
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@ -876,7 +876,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectref_pass2.frag").c_str());
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AssignUniforms();
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
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}
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DetailledObjectPass2Shader::DetailledObjectPass2Shader()
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@ -897,7 +897,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_detailledobject_pass2.frag").c_str());
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AssignUniforms();
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail", 5, "SpecMap");
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}
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ObjectUnlitShader::ObjectUnlitShader()
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@ -947,7 +947,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_grass_pass2.frag").c_str());
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AssignUniforms("windDir", "SunDir");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "dtex", 4, "Albedo");
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AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "dtex", 4, "Albedo", 4, "SpecMap");
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}
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SphereMapShader::SphereMapShader()
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@ -107,13 +107,13 @@ public:
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ObjectPass2Shader();
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};
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class InstancedObjectPass2Shader : public ShaderHelperSingleton<InstancedObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
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class InstancedObjectPass2Shader : public ShaderHelperSingleton<InstancedObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedObjectPass2Shader();
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};
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class InstancedObjectRefPass2Shader : public ShaderHelperSingleton<InstancedObjectRefPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
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class InstancedObjectRefPass2Shader : public ShaderHelperSingleton<InstancedObjectRefPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedObjectRefPass2Shader();
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@ -125,7 +125,7 @@ public:
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DetailledObjectPass2Shader();
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};
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class InstancedDetailledObjectPass2Shader : public ShaderHelperSingleton<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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class InstancedDetailledObjectPass2Shader : public ShaderHelperSingleton<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedDetailledObjectPass2Shader();
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@ -155,7 +155,7 @@ public:
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GrassPass2Shader();
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};
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class InstancedGrassPass2Shader : public ShaderHelperSingleton<InstancedGrassPass2Shader, core::vector3df, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Nearest_Filtered, Trilinear_Anisotropic_Filtered>
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class InstancedGrassPass2Shader : public ShaderHelperSingleton<InstancedGrassPass2Shader, core::vector3df, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Nearest_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
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{
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public:
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InstancedGrassPass2Shader();
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