#version autoadded to shaders and turn some v120
This commit is contained in:
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1903aee114
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@ -1,8 +1,13 @@
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#version 330
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uniform sampler2D tex;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main(void)
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{
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#version 330
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform vec3 Position;
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uniform vec2 Size;
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#if __VERSION__ >= 130
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in vec2 Corner;
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in vec2 Texcoord;
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out vec2 uv;
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#else
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attribute vec2 Corner;
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attribute vec2 Texcoord;
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varying vec2 uv;
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#endif
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void main(void)
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{
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@ -1,9 +1,14 @@
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#version 330
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uniform sampler2D tex;
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uniform float low;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform sampler2D tex;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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@ -1,4 +1,3 @@
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#version 330 compatibility
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uniform float power;
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uniform sampler2D tex;
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#version 330
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uniform sampler2D tex;
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uniform float transparency;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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@ -17,13 +17,21 @@
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// Creates a bubble (wave) effect by distorting the texture depending on time
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform float time;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec2 Texcoord;
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out vec2 uv;
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#else
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attribute vec3 Position;
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attribute vec2 Texcoord;
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varying vec2 uv;
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#endif
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void main()
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{
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#version 330 compatibility
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uniform sampler2D tex;
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uniform sampler2D caustictex;
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uniform vec2 dir;
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#version 330 compatibility
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uniform sampler2D tex;
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uniform sampler2D oldtex;
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uniform vec2 pixel;
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#version 330
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uniform sampler2D tex;
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uniform vec3 inlevel;
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uniform vec2 outlevel;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform ivec4 color;
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#if __VERSION__ >= 130
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out vec4 FragColor;
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#else
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform vec2 center;
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uniform vec2 size;
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#if __VERSION__ >= 130
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in vec2 position;
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#else
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attribute vec2 position;
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#endif
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void main()
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{
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#version 330
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uniform vec3 col;
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#if __VERSION__ >= 130
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out vec4 FragColor;
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#else
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 130
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uniform vec3 col;
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uniform sampler2D tex;
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#version 330
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uniform sampler2D tex;
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#if __VERSION__ >= 130
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in vec2 uv;
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in vec4 col;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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varying vec4 col;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform vec2 center;
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uniform vec2 size;
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uniform vec2 texcenter;
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uniform vec2 texsize;
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#if __VERSION__ >= 130
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in vec2 position;
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in vec2 texcoord;
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in uvec4 color;
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out vec2 uv;
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out vec4 col;
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#else
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attribute vec2 position;
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attribute vec2 texcoord;
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attribute uvec4 color;
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varying vec2 uv;
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varying vec4 col;
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#endif
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void main()
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{
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#version 330
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uniform sampler2D Albedo;
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uniform sampler2D Detail;
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uniform sampler2D DiffuseMap;
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@ -6,9 +5,18 @@ uniform sampler2D SpecularMap;
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uniform sampler2D SSAO;
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uniform vec2 screen;
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uniform vec3 ambient;
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#if __VERSION__ >= 130
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in vec2 uv;
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in vec2 uv_bis;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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varying vec2 uv_bis;
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#define FragColor gl_FragColor
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#endif
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void main(void)
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{
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#version 330
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uniform sampler2D tex;
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uniform vec2 dir;
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uniform vec2 dir2;
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#if __VERSION__ >= 130
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in vec2 uv;
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in vec2 uv_bis;
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in float camdist;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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varying vec2 uv_bis;
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varying float camdist;
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#define FragColor gl_FragColor
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#endif
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const float maxlen = 0.02;
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void main()
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 ModelViewMatrix;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec2 Texcoord;
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in vec2 SecondTexcoord;
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out vec2 uv;
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out vec2 uv_bis;
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out float camdist;
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#else
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attribute vec3 Position;
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attribute vec2 Texcoord;
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attribute vec2 SecondTexcoord;
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varying vec2 uv;
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varying vec2 uv_bis;
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varying float camdist;
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#endif
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
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#version 330 compatibility
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uniform mat4 ModelViewProjectionMatrix;
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void main() {
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#version 330
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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#version 330
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uniform sampler2D tex;
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uniform float fogmax;
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@ -9,8 +8,14 @@ uniform float end;
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uniform vec3 col;
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uniform mat4 ipvmat;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform sampler2D tex;
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uniform vec2 pixel;
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// Gaussian separated blur with radius 3.
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform sampler2D tex;
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uniform vec2 pixel;
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// Gaussian separated blur with radius 3.
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform sampler2D tex;
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uniform vec2 pixel;
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// Gaussian separated blur with radius 6.
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform sampler2D tex;
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uniform vec2 pixel;
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// Gaussian separated blur with radius 6.
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform sampler2D tex;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform sampler2D tex;
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uniform vec3 col;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform sampler2D tex;
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uniform vec2 sunpos;
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@ -6,8 +5,13 @@ uniform vec2 sunpos;
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const float decaystep = 0.88;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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void main()
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{
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#version 330
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uniform vec3 windDir;
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec3 Normal;
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in vec2 Texcoord;
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in vec4 Color;
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noperspective out vec3 nor;
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out vec3 nor;
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out vec2 uv;
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#else
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attribute vec3 Position;
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attribute vec3 Normal;
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attribute vec2 Texcoord;
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attribute vec4 Color;
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varying vec3 nor;
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varying vec2 uv;
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#endif
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void main()
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{
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#version 330
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uniform vec3 windDir;
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec2 Texcoord;
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in vec4 Color;
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out vec2 uv;
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#else
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attribute vec3 Position;
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attribute vec2 Texcoord;
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attribute vec4 Color;
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varying vec2 uv;
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#endif
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void main()
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{
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#version 330 compatibility
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uniform sampler2D tex;
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uniform vec2 texsize;
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uniform int notex;
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// motion_blur.frag
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#version 330
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// The actual boost amount (which linearly scales the blur to be shown).
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// should be in the range [0.0, 1.0], though a larger value might make
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// Maximum height of texture used
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uniform float max_tex_height;
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#if __VERSION__ >= 130
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in vec2 uv;
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out vec4 FragColor;
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#else
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varying vec2 uv;
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#define FragColor gl_FragColor
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#endif
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// Number of samples used for blurring
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#define NB_SAMPLES 8
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// motion_blur.vert
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#version 330 compatibility
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void main()
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{
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#version 330 compatibility
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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#version 330
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uniform sampler2D normalMap;
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noperspective in vec3 tangent;
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noperspective in vec3 bitangent;
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#if __VERSION__ >= 130
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in vec3 tangent;
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in vec3 bitangent;
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in vec2 uv;
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out vec2 EncodedNormal;
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#else
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varying vec3 tangent;
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varying vec3 bitangent;
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varying vec2 uv;
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#define EncodedNormal gl_FragColor.xy
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#endif
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// from Crytek "a bit more deferred CryEngine"
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vec2 EncodeNormal(vec3 n)
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#version 330
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#if __VERSION__ >= 130
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in vec3 Position;
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in vec2 Texcoord;
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in vec3 Tangent;
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in vec3 Bitangent;
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noperspective out vec3 tangent;
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noperspective out vec3 bitangent;
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out vec3 tangent;
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out vec3 bitangent;
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out vec2 uv;
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#else
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attribute vec3 Position;
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attribute vec2 Texcoord;
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attribute vec3 Tangent;
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attribute vec3 Bitangent;
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varying vec3 tangent;
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varying vec3 bitangent;
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varying vec2 uv;
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#endif
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void main()
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{
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#version 330
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noperspective in vec3 nor;
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#if __VERSION__ >= 130
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in vec3 nor;
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out vec2 EncodedNormal;
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#else
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varying vec3 nor;
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#define EncodedNormal gl_FragColor.xy
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#endif
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// from Crytek "a bit more deferred CryEngine"
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vec2 EncodeNormal(vec3 n)
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||||
|
@ -1,10 +1,16 @@
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform mat4 TransposeInverseModelView;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec3 Normal;
|
||||
noperspective out vec3 nor;
|
||||
out vec3 nor;
|
||||
#else
|
||||
attribute vec3 Position;
|
||||
attribute vec3 Normal;
|
||||
varying vec3 nor;
|
||||
#endif
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D Albedo;
|
||||
uniform sampler2D DiffuseMap;
|
||||
uniform sampler2D SpecularMap;
|
||||
@ -6,8 +5,14 @@ uniform sampler2D SSAO;
|
||||
uniform vec2 screen;
|
||||
uniform vec3 ambient;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform mat4 TextureMatrix =
|
||||
mat4(1., 0., 0., 0.,
|
||||
@ -6,11 +5,20 @@ uniform mat4 TextureMatrix =
|
||||
0., 0., 1., 0.,
|
||||
0., 0., 0., 1.);
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec2 Texcoord;
|
||||
in vec2 SecondTexcoord;
|
||||
out vec2 uv;
|
||||
out vec2 uv_bis;
|
||||
#else
|
||||
attribute vec3 Position;
|
||||
attribute vec2 Texcoord;
|
||||
attribute vec2 SecondTexcoord;
|
||||
varying vec2 uv;
|
||||
varying vec2 uv_bis;
|
||||
#endif
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -1,7 +1,13 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -1,9 +1,8 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
uniform int hastex;
|
||||
uniform float objectid;
|
||||
|
||||
noperspective in vec3 nor;
|
||||
in vec3 nor;
|
||||
in vec2 uv0;
|
||||
in vec2 uv1;
|
||||
out vec4 Albedo;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D Albedo;
|
||||
uniform sampler2D DiffuseMap;
|
||||
uniform sampler2D SpecularMap;
|
||||
@ -6,10 +5,15 @@ uniform sampler2D SSAO;
|
||||
uniform vec2 screen;
|
||||
uniform vec3 ambient;
|
||||
|
||||
noperspective in vec3 normal;
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 normal;
|
||||
in vec2 uv;
|
||||
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec3 normal;
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
float rim = 1.0 - dot(normal, vec3(0., 0., -1));
|
||||
|
@ -1,14 +1,22 @@
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform mat4 TransposeInverseModelView;
|
||||
uniform mat4 TextureMatrix;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec3 Normal;
|
||||
in vec2 Texcoord;
|
||||
in vec4 Color;
|
||||
out vec2 uv;
|
||||
noperspective out vec3 normal;
|
||||
out vec3 normal;
|
||||
#else
|
||||
attribute vec3 Position;
|
||||
attribute vec3 Normal;
|
||||
attribute vec2 Texcoord;
|
||||
attribute vec4 Color;
|
||||
varying vec2 uv;
|
||||
varying vec3 normal;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
normal = (TransposeInverseModelView * vec4(Normal, 0)).xyz;
|
||||
|
@ -1,8 +1,13 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
|
||||
noperspective in vec3 nor;
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 nor;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec3 nor;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
// Calculate the spherical UV
|
||||
|
@ -1,9 +1,15 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
|
||||
noperspective in vec3 nor;
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 nor;
|
||||
in vec2 uv;
|
||||
out vec2 EncodedNormal;
|
||||
#else
|
||||
varying vec3 nor;
|
||||
varying vec2 uv;
|
||||
#define EncodedNormal gl_FragColor.xy
|
||||
#endif
|
||||
|
||||
|
||||
// from Crytek "a bit more deferred CryEngine"
|
||||
vec2 EncodeNormal(vec3 n)
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform mat4 TransposeInverseModelView;
|
||||
uniform mat4 TextureMatrix =
|
||||
@ -7,11 +6,21 @@ uniform mat4 TextureMatrix =
|
||||
0., 0., 1., 0.,
|
||||
0., 0., 0., 1.);
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec3 Normal;
|
||||
in vec2 Texcoord;
|
||||
noperspective out vec3 nor;
|
||||
out vec3 nor;
|
||||
out vec2 uv;
|
||||
#else
|
||||
attribute vec3 Position;
|
||||
attribute vec3 Normal;
|
||||
attribute vec2 Texcoord;
|
||||
varying vec3 nor;
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -1,12 +1,18 @@
|
||||
#version 330
|
||||
uniform sampler2D Albedo;
|
||||
uniform sampler2D DiffuseMap;
|
||||
uniform sampler2D SpecularMap;
|
||||
uniform sampler2D SSAO;
|
||||
uniform vec2 screen;
|
||||
uniform vec3 ambient;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D dtex;
|
||||
uniform mat4 invproj;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat4 ViewMatrix;
|
||||
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform int dt;
|
||||
uniform mat4 sourcematrix;
|
||||
uniform int level;
|
||||
|
@ -1,9 +1,14 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
uniform vec2 pixel;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
// Separated penumbra, horizontal
|
||||
|
||||
void main()
|
||||
|
@ -1,9 +1,14 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
uniform vec2 pixel;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
// Separated penumbra, vertical
|
||||
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform int dt;
|
||||
uniform mat4 sourcematrix;
|
||||
uniform int level;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D ntex;
|
||||
uniform sampler2D dtex;
|
||||
|
||||
@ -9,9 +8,16 @@ uniform float spec;
|
||||
uniform mat4 invproj;
|
||||
uniform mat4 viewm;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 Diffuse;
|
||||
out vec4 Specular;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define Diffuse gl_FragData[0]
|
||||
#define Specular gl_FragData[1]
|
||||
#endif
|
||||
|
||||
|
||||
vec3 DecodeNormal(vec2 n)
|
||||
{
|
||||
@ -49,8 +55,7 @@ void main() {
|
||||
// Reflected light dir
|
||||
vec3 R = reflect(-L, norm);
|
||||
float RdotE = max(0.0, dot(R, eyedir));
|
||||
float Specular = pow(RdotE, spec);
|
||||
specular += Specular * light_col * spec_att;
|
||||
specular += pow(RdotE, spec) * light_col * spec_att;
|
||||
}
|
||||
|
||||
Diffuse = vec4(diffuse, 1.);
|
||||
|
@ -1,11 +1,16 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D dtex;
|
||||
|
||||
uniform int viz;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330 compatibility
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D normals_and_depth;
|
||||
uniform mat4 invproj;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330 compatibility
|
||||
uniform float screenw;
|
||||
|
||||
void main()
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330 compatibility
|
||||
uniform float time;
|
||||
uniform vec3 campos;
|
||||
uniform mat4 viewm;
|
||||
|
@ -1,8 +1,12 @@
|
||||
#version 330
|
||||
|
||||
in vec2 Position;
|
||||
in vec2 Texcoord;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
out vec2 uv;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
uv = Texcoord;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix[4];
|
||||
|
||||
layout(triangles) in;
|
||||
|
@ -1,5 +1,3 @@
|
||||
#version 330
|
||||
|
||||
in vec3 Position;
|
||||
in vec2 Texcoord;
|
||||
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D halft; // half is a reserved word
|
||||
uniform sampler2D quarter;
|
||||
uniform sampler2D eighth;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330 compatibility
|
||||
uniform sampler2D ntex;
|
||||
uniform sampler2D ctex;
|
||||
uniform vec3 campos;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330 compatibility
|
||||
uniform sampler2D dtex;
|
||||
uniform mat4 ipvmat;
|
||||
uniform mat4 shadowmat;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330 compatibility
|
||||
uniform sampler2D tex;
|
||||
uniform int hastex;
|
||||
uniform int viz;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330 compatibility
|
||||
uniform sampler2D warpx;
|
||||
uniform sampler2D warpy;
|
||||
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330 compatibility
|
||||
uniform sampler2D tex;
|
||||
uniform int size;
|
||||
uniform vec2 pixel;
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330 compatibility
|
||||
uniform sampler2D tex;
|
||||
uniform int size;
|
||||
uniform vec2 pixel;
|
||||
|
@ -1,10 +1,16 @@
|
||||
#version 330
|
||||
uniform samplerCube tex;
|
||||
uniform mat4 InvProjView;
|
||||
uniform vec2 screen;
|
||||
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -14,7 +14,6 @@
|
||||
// You should have received a copy of the GNU General Public License
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
#version 330 compatibility
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D glow_tex;
|
||||
uniform float transparency;
|
||||
|
@ -17,7 +17,6 @@
|
||||
|
||||
|
||||
// Creates a bubble (wave) effect by distorting the texture depending on time
|
||||
#version 330 compatibility
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform float time;
|
||||
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D tex_layout;
|
||||
uniform sampler2D tex_detail0;
|
||||
uniform sampler2D tex_detail1;
|
||||
@ -10,9 +9,16 @@ uniform sampler2D SSAO;
|
||||
uniform vec2 screen;
|
||||
uniform vec3 ambient;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
in vec2 uv_bis;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
varying vec2 uv_bis;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
// Splatting part
|
||||
|
@ -15,15 +15,23 @@
|
||||
// along with this program; if not, write to the Free Software
|
||||
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform mat4 TransposeInverseModelView;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec2 Texcoord;
|
||||
in vec2 SecondTexcoord;
|
||||
out vec2 uv;
|
||||
out vec2 uv_bis;
|
||||
#else
|
||||
attribute vec3 Position;
|
||||
attribute vec2 Texcoord;
|
||||
attribute vec2 SecondTexcoord;
|
||||
varying vec2 uv;
|
||||
varying vec2 uv_bis;
|
||||
#endif
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D ntex;
|
||||
uniform sampler2D dtex;
|
||||
uniform sampler2D noise_texture;
|
||||
@ -6,8 +5,13 @@ uniform mat4 invprojm;
|
||||
uniform mat4 projm;
|
||||
uniform vec4 samplePoints[16];
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out float ao;
|
||||
out float AO;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define AO gl_FragColor.x
|
||||
#endif
|
||||
|
||||
const float strengh = 4.;
|
||||
const float radius = .4f;
|
||||
@ -65,5 +69,5 @@ void main(void)
|
||||
bl += isOccluded ? smoothstep(radius, 0, distance(samplePos, FragPos)) : 0.;
|
||||
}
|
||||
|
||||
ao = 1.0 - bl * invSamples;
|
||||
AO = 1.0 - bl * invSamples;
|
||||
}
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D ntex;
|
||||
uniform sampler2D dtex;
|
||||
//uniform sampler2D cloudtex;
|
||||
@ -9,9 +8,16 @@ uniform mat4 invproj;
|
||||
//uniform int hasclouds;
|
||||
//uniform vec2 wind;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 Diff;
|
||||
out vec4 Spec;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define Diff gl_FragData[0]
|
||||
#define Spec gl_FragData[1]
|
||||
#endif
|
||||
|
||||
|
||||
vec3 DecodeNormal(vec2 n)
|
||||
{
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D ntex;
|
||||
uniform sampler2D dtex;
|
||||
uniform sampler2DArrayShadow shadowtex;
|
||||
@ -13,9 +12,16 @@ uniform mat4 shadowmat[4];
|
||||
//uniform vec2 wind;
|
||||
//uniform float shadowoffset;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 Diff;
|
||||
out vec4 Spec;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define Diff gl_FragData[0]
|
||||
#define Spec gl_FragData[1]
|
||||
#endif
|
||||
|
||||
|
||||
vec3 DecodeNormal(vec2 n)
|
||||
{
|
||||
|
@ -1,8 +1,13 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -1,12 +1,18 @@
|
||||
#version 330
|
||||
uniform vec2 center;
|
||||
uniform vec2 size;
|
||||
uniform vec2 texcenter;
|
||||
uniform vec2 texsize;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 position;
|
||||
in vec2 texcoord;
|
||||
out vec2 uv;
|
||||
#else
|
||||
attribute vec2 position;
|
||||
attribute vec2 texcoord;
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -1,8 +1,13 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -1,10 +1,16 @@
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform mat4 TextureMatrix;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec2 Texcoord;
|
||||
out vec2 uv;
|
||||
#else
|
||||
attribute vec3 Position;
|
||||
attribute vec2 Texcoord;
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -1,4 +1,3 @@
|
||||
#version 330
|
||||
uniform sampler2D tex;
|
||||
|
||||
uniform float fogmax;
|
||||
@ -10,8 +9,14 @@ uniform vec3 col;
|
||||
uniform mat4 ipvmat;
|
||||
uniform vec2 screen;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
@ -1,11 +1,17 @@
|
||||
#version 330
|
||||
uniform sampler2D DiffuseMap;
|
||||
uniform sampler2D SpecularMap;
|
||||
uniform sampler2D SSAO;
|
||||
uniform vec2 screen;
|
||||
uniform vec3 ambient;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec4 color;
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
varying vec4 color;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -1,9 +1,15 @@
|
||||
#version 330
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
#if __VERSION__ >= 130
|
||||
in vec3 Position;
|
||||
in vec4 Color;
|
||||
out vec4 color;
|
||||
#else
|
||||
attribute vec3 Position;
|
||||
attribute vec4 Color;
|
||||
varying vec4 color;
|
||||
#endif
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
@ -8,9 +8,9 @@ uniform sampler2D DecalTex; //The texture
|
||||
uniform vec2 delta1;
|
||||
uniform vec2 delta2;
|
||||
|
||||
noperspective in vec3 lightVec;
|
||||
noperspective in vec3 halfVec;
|
||||
noperspective in vec3 eyeVec;
|
||||
in vec3 lightVec;
|
||||
in vec3 halfVec;
|
||||
in vec3 eyeVec;
|
||||
in vec2 uv;
|
||||
out vec4 FragColor;
|
||||
|
||||
|
@ -7,9 +7,9 @@ uniform float waveLength;
|
||||
|
||||
uniform vec3 lightdir;
|
||||
|
||||
noperspective out vec3 lightVec;
|
||||
noperspective out vec3 halfVec;
|
||||
noperspective out vec3 eyeVec;
|
||||
out vec3 lightVec;
|
||||
out vec3 halfVec;
|
||||
out vec3 eyeVec;
|
||||
out vec2 uv;
|
||||
|
||||
void main()
|
||||
|
@ -1,5 +1,10 @@
|
||||
#version 330
|
||||
#if __VERSION__ >= 130
|
||||
out vec4 FragColor;
|
||||
#else
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = vec4(1.0);
|
||||
|
@ -200,7 +200,7 @@ void initGL()
|
||||
static
|
||||
GLuint LoadShader(const char * file, unsigned type) {
|
||||
GLuint Id = glCreateShader(type);
|
||||
std::string Code;
|
||||
std::string Code = "#version 330\n";
|
||||
std::ifstream Stream(file, std::ios::in);
|
||||
if (Stream.is_open())
|
||||
{
|
||||
|
@ -105,52 +105,52 @@ void Shaders::loadShaders()
|
||||
memcpy(saved_shaders, m_shaders, sizeof(m_shaders));
|
||||
|
||||
// Ok, go
|
||||
m_shaders[ES_NORMAL_MAP] = glsl_noinput(dir + "normalmap.vert", dir + "normalmap.frag");
|
||||
m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glsl_noinput(dir + "normalmap.vert", dir + "normalmap.frag");
|
||||
m_shaders[ES_NORMAL_MAP] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
m_shaders[ES_NORMAL_MAP_LIGHTMAP] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
|
||||
m_shaders[ES_SKYBOX] = glslmat(dir + "skybox.vert", dir + "skybox.frag",
|
||||
m_shaders[ES_SKYBOX] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_SKYBOX], EMT_TRANSPARENT_ALPHA_CHANNEL);
|
||||
|
||||
m_shaders[ES_SPLATTING] = glsl_noinput(dir + "splatting.vert", dir + "splatting.frag");
|
||||
m_shaders[ES_SPLATTING] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
|
||||
m_shaders[ES_WATER] = glslmat(dir + "water.vert", dir + "water.frag",
|
||||
m_shaders[ES_WATER] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_WATER], EMT_TRANSPARENT_ALPHA_CHANNEL);
|
||||
m_shaders[ES_WATER_SURFACE] = glsl(dir + "water.vert", dir + "pass.frag",
|
||||
m_shaders[ES_WATER_SURFACE] = glsl(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_WATER]);
|
||||
|
||||
m_shaders[ES_SPHERE_MAP] = glsl_noinput(std::string(""), dir + "objectpass_spheremap.frag");
|
||||
m_shaders[ES_SPHERE_MAP] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
|
||||
m_shaders[ES_GRASS] = glslmat(std::string(""), dir + "pass.frag",
|
||||
m_shaders[ES_GRASS] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL);
|
||||
m_shaders[ES_GRASS_REF] = glslmat(std::string(""), dir + "pass.frag",
|
||||
m_shaders[ES_GRASS_REF] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_GRASS], EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
|
||||
|
||||
m_shaders[ES_BUBBLES] = glslmat(dir + "bubble.vert", dir + "bubble.frag",
|
||||
m_shaders[ES_BUBBLES] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_BUBBLES], EMT_TRANSPARENT_ALPHA_CHANNEL);
|
||||
|
||||
m_shaders[ES_RAIN] = glslmat(dir + "rain.vert", dir + "rain.frag",
|
||||
m_shaders[ES_RAIN] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_RAIN], EMT_TRANSPARENT_ALPHA_CHANNEL);
|
||||
|
||||
m_shaders[ES_MOTIONBLUR] = glsl(std::string(""), dir + "motion_blur.frag",
|
||||
m_shaders[ES_MOTIONBLUR] = glsl(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_MOTIONBLUR]);
|
||||
|
||||
m_shaders[ES_GAUSSIAN3H] = glslmat(dir + "pass.vert", dir + "gaussian3h.frag",
|
||||
m_shaders[ES_GAUSSIAN3H] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
|
||||
m_shaders[ES_GAUSSIAN3V] = glslmat(dir + "pass.vert", dir + "gaussian3v.frag",
|
||||
m_shaders[ES_GAUSSIAN3V] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_GAUSSIAN3V], EMT_SOLID);
|
||||
|
||||
m_shaders[ES_MIPVIZ] = glslmat(std::string(""), dir + "mipviz.frag",
|
||||
m_shaders[ES_MIPVIZ] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_MIPVIZ], EMT_SOLID);
|
||||
|
||||
m_shaders[ES_COLORIZE] = glslmat(std::string(""), dir + "colorize.frag",
|
||||
m_shaders[ES_COLORIZE] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_COLORIZE], EMT_SOLID);
|
||||
|
||||
m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
m_shaders[ES_OBJECTPASS_RIMLIT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
m_shaders[ES_OBJECTPASS] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
m_shaders[ES_OBJECT_UNLIT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
m_shaders[ES_OBJECTPASS_REF] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
m_shaders[ES_OBJECTPASS_RIMLIT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
|
||||
m_shaders[ES_SUNLIGHT] = glsl_noinput(std::string(""), dir + "sunlight.frag");
|
||||
m_shaders[ES_SUNLIGHT] = glsl_noinput(dir + "pass.vert", dir + "pass.frag");
|
||||
|
||||
m_shaders[ES_MLAA_COLOR1] = glsl(dir + "mlaa_offset.vert", dir + "mlaa_color1.frag",
|
||||
m_callbacks[ES_MLAA_COLOR1]);
|
||||
@ -159,37 +159,36 @@ void Shaders::loadShaders()
|
||||
m_shaders[ES_MLAA_NEIGH3] = glsl(dir + "mlaa_offset.vert", dir + "mlaa_neigh3.frag",
|
||||
m_callbacks[ES_MLAA_NEIGH3]);
|
||||
|
||||
m_shaders[ES_SHADOWPASS] = glsl(dir + "shadowpass.vert", dir + "shadowpass.frag",
|
||||
m_shaders[ES_SHADOWPASS] = glsl(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_SHADOWPASS]);
|
||||
|
||||
m_shaders[ES_SHADOW_IMPORTANCE] = glsl(dir + "shadowimportance.vert",
|
||||
dir + "shadowimportance.frag",
|
||||
m_shaders[ES_SHADOW_IMPORTANCE] = glsl(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_SHADOW_IMPORTANCE]);
|
||||
|
||||
m_shaders[ES_COLLAPSE] = glsl(std::string(""), dir + "collapse.frag",
|
||||
m_shaders[ES_COLLAPSE] = glsl(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_COLLAPSE]);
|
||||
m_shaders[ES_SHADOW_WARPH] = glsl(std::string(""), dir + "shadowwarph.frag",
|
||||
m_shaders[ES_SHADOW_WARPH] = glsl(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_COLLAPSE]);
|
||||
m_shaders[ES_SHADOW_WARPV] = glsl(std::string(""), dir + "shadowwarpv.frag",
|
||||
m_shaders[ES_SHADOW_WARPV] = glsl(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_COLLAPSE]);
|
||||
|
||||
m_shaders[ES_MULTIPLY_ADD] = glslmat(std::string(""), dir + "multiply.frag",
|
||||
m_shaders[ES_MULTIPLY_ADD] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_MULTIPLY_ADD], EMT_ONETEXTURE_BLEND);
|
||||
|
||||
m_shaders[ES_PENUMBRAH] = glslmat(std::string(""), dir + "penumbrah.frag",
|
||||
m_shaders[ES_PENUMBRAH] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
|
||||
m_shaders[ES_PENUMBRAV] = glslmat(std::string(""), dir + "penumbrav.frag",
|
||||
m_shaders[ES_PENUMBRAV] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_GAUSSIAN3H], EMT_SOLID);
|
||||
m_shaders[ES_SHADOWGEN] = glslmat(std::string(""), dir + "shadowgen.frag",
|
||||
m_shaders[ES_SHADOWGEN] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_SHADOWGEN], EMT_SOLID);
|
||||
|
||||
m_shaders[ES_CAUSTICS] = glslmat(std::string(""), dir + "caustics.frag",
|
||||
m_shaders[ES_CAUSTICS] = glslmat(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_CAUSTICS], EMT_TRANSPARENT_ALPHA_CHANNEL);
|
||||
|
||||
m_shaders[ES_DISPLACE] = glsl(dir + "displace.vert", dir + "displace.frag",
|
||||
m_shaders[ES_DISPLACE] = glsl(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_DISPLACE]);
|
||||
|
||||
m_shaders[ES_PASSFAR] = glsl(dir + "farplane.vert", dir + "colorize.frag",
|
||||
m_shaders[ES_PASSFAR] = glsl(dir + "pass.vert", dir + "pass.frag",
|
||||
m_callbacks[ES_COLORIZE]);
|
||||
|
||||
// Check that all successfully loaded
|
||||
|
Loading…
Reference in New Issue
Block a user