Fog: Factorize setUnifors()
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0b531b20f7
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@ -555,9 +555,9 @@ void PostProcessing::renderFog(const core::vector3df &campos, const core::matrix
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const float end = track->getFogEnd();
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const SColor tmpcol = track->getFogColor();
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const float col[3] = { tmpcol.getRed() / 255.0f,
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core::vector3df col( tmpcol.getRed() / 255.0f,
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tmpcol.getGreen() / 255.0f,
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tmpcol.getBlue() / 255.0f };
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tmpcol.getBlue() / 255.0f );
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glDisable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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@ -567,17 +567,8 @@ void PostProcessing::renderFog(const core::vector3df &campos, const core::matrix
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glUseProgram(FullScreenShader::FogShader::Program);
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glBindVertexArray(FullScreenShader::FogShader::vao);
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glUniform1f(FullScreenShader::FogShader::uniform_fogmax, fogmax);
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glUniform1f(FullScreenShader::FogShader::uniform_startH, startH);
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glUniform1f(FullScreenShader::FogShader::uniform_endH, endH);
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glUniform1f(FullScreenShader::FogShader::uniform_start, start);
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glUniform1f(FullScreenShader::FogShader::uniform_end, end);
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glUniform3f(FullScreenShader::FogShader::uniform_col, col[0], col[1], col[2]);
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glUniform3f(FullScreenShader::FogShader::uniform_campos, campos.X, campos.Y, campos.Z);
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glUniformMatrix4fv(FullScreenShader::FogShader::uniform_ipvmat, 1, GL_FALSE, ipvmat.pointer());
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH))->getOpenGLTextureName());
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glUniform1i(FullScreenShader::FogShader::uniform_tex, 0);
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setTexture(0, static_cast<irr::video::COpenGLTexture*>(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH))->getOpenGLTextureName(), GL_NEAREST, GL_NEAREST);
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FullScreenShader::FogShader::setUniforms(ipvmat, fogmax, startH, endH, start, end, col, campos, 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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@ -1412,6 +1412,7 @@ namespace FullScreenShader
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GLuint FogShader::uniform_campos;
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GLuint FogShader::uniform_ipvmat;
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GLuint FogShader::vao;
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void FogShader::init()
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{
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Program = LoadProgram(file_manager->getAsset("shaders/screenquad.vert").c_str(), file_manager->getAsset("shaders/fog.frag").c_str());
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@ -1426,4 +1427,17 @@ namespace FullScreenShader
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uniform_ipvmat = glGetUniformLocation(Program, "ipvmat");
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vao = createVAO(Program);
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}
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void FogShader::setUniforms(const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_ntex)
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{
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glUniform1f(FullScreenShader::FogShader::uniform_fogmax, fogmax);
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glUniform1f(FullScreenShader::FogShader::uniform_startH, startH);
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glUniform1f(FullScreenShader::FogShader::uniform_endH, endH);
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glUniform1f(FullScreenShader::FogShader::uniform_start, start);
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glUniform1f(FullScreenShader::FogShader::uniform_end, end);
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glUniform3f(FullScreenShader::FogShader::uniform_col, col.X, col.Y, col.Z);
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glUniform3f(FullScreenShader::FogShader::uniform_campos, campos.X, campos.Y, campos.Z);
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glUniformMatrix4fv(FullScreenShader::FogShader::uniform_ipvmat, 1, GL_FALSE, ipvmat.pointer());
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glUniform1i(FullScreenShader::FogShader::uniform_tex, TU_ntex);
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}
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}
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@ -431,6 +431,7 @@ public:
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static GLuint vao;
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static void init();
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static void setUniforms(const core::matrix4 &ipvmat, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_ntex);
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};
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}
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