Some cleanups
This commit is contained in:
parent
be76aae256
commit
bc7e2cd517
@ -21,17 +21,9 @@
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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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layout(location = 0) in vec3 Position;
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layout(location = 3) 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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@ -572,9 +572,6 @@ namespace MeshShader
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}
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GLuint InstancedObjectPass1Shader::Program;
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GLuint InstancedObjectPass1Shader::attrib_position;
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GLuint InstancedObjectPass1Shader::attrib_normal;
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GLuint InstancedObjectPass1Shader::attrib_texcoord;
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GLuint InstancedObjectPass1Shader::attrib_orientation;
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GLuint InstancedObjectPass1Shader::attrib_origin;
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GLuint InstancedObjectPass1Shader::attrib_scale;
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@ -589,10 +586,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_tex = glGetUniformLocation(Program, "tex");
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if (!UserConfigParams::m_ubo_disabled)
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{
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@ -609,9 +603,6 @@ namespace MeshShader
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}
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GLuint InstancedObjectRefPass1Shader::Program;
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GLuint InstancedObjectRefPass1Shader::attrib_position;
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GLuint InstancedObjectRefPass1Shader::attrib_normal;
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GLuint InstancedObjectRefPass1Shader::attrib_texcoord;
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GLuint InstancedObjectRefPass1Shader::attrib_orientation;
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GLuint InstancedObjectRefPass1Shader::attrib_origin;
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GLuint InstancedObjectRefPass1Shader::attrib_scale;
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@ -626,10 +617,7 @@ namespace MeshShader
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.frag").c_str());
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_tex = glGetUniformLocation(Program, "tex");
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if (!UserConfigParams::m_ubo_disabled)
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{
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@ -646,13 +634,9 @@ namespace MeshShader
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}
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GLuint InstancedGrassPass1Shader::Program;
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GLuint InstancedGrassPass1Shader::attrib_position;
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GLuint InstancedGrassPass1Shader::attrib_normal;
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GLuint InstancedGrassPass1Shader::attrib_origin;
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GLuint InstancedGrassPass1Shader::attrib_orientation;
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GLuint InstancedGrassPass1Shader::attrib_scale;
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GLuint InstancedGrassPass1Shader::attrib_texcoord;
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GLuint InstancedGrassPass1Shader::attrib_color;
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GLuint InstancedGrassPass1Shader::uniform_windDir;
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GLuint InstancedGrassPass1Shader::uniform_tex;
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@ -666,10 +650,6 @@ namespace MeshShader
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_color = glGetAttribLocation(Program, "Color");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_windDir = glGetUniformLocation(Program, "windDir");
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uniform_tex = glGetUniformLocation(Program, "tex");
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if (!UserConfigParams::m_ubo_disabled)
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@ -734,8 +714,6 @@ namespace MeshShader
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}
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GLuint InstancedObjectPass2Shader::Program;
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GLuint InstancedObjectPass2Shader::attrib_position;
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GLuint InstancedObjectPass2Shader::attrib_texcoord;
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GLuint InstancedObjectPass2Shader::attrib_origin;
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GLuint InstancedObjectPass2Shader::attrib_orientation;
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GLuint InstancedObjectPass2Shader::attrib_scale;
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@ -751,8 +729,6 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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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/object_pass2.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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@ -790,8 +766,6 @@ namespace MeshShader
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}
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GLuint InstancedObjectRefPass2Shader::Program;
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GLuint InstancedObjectRefPass2Shader::attrib_position;
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GLuint InstancedObjectRefPass2Shader::attrib_texcoord;
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GLuint InstancedObjectRefPass2Shader::attrib_origin;
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GLuint InstancedObjectRefPass2Shader::attrib_orientation;
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GLuint InstancedObjectRefPass2Shader::attrib_scale;
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@ -807,8 +781,6 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_object_pass.vert").c_str(),
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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/objectref_pass2.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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@ -1086,10 +1058,6 @@ namespace MeshShader
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}
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GLuint InstancedGrassPass2Shader::Program;
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GLuint InstancedGrassPass2Shader::attrib_position;
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GLuint InstancedGrassPass2Shader::attrib_texcoord;
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GLuint InstancedGrassPass2Shader::attrib_color;
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GLuint InstancedGrassPass2Shader::attrib_normal;
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GLuint InstancedGrassPass2Shader::attrib_origin;
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GLuint InstancedGrassPass2Shader::attrib_orientation;
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GLuint InstancedGrassPass2Shader::attrib_scale;
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@ -1109,10 +1077,6 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/instanced_grass.vert").c_str(),
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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/grass_pass2.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_color = glGetAttribLocation(Program, "Color");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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@ -1201,9 +1165,6 @@ namespace MeshShader
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}
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GLuint SplattingShader::Program;
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GLuint SplattingShader::attrib_position;
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GLuint SplattingShader::attrib_texcoord;
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GLuint SplattingShader::attrib_second_texcoord;
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GLuint SplattingShader::uniform_MM;
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GLuint SplattingShader::uniform_ambient;
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GLuint SplattingShader::TU_tex_layout;
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@ -1253,8 +1214,6 @@ namespace MeshShader
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}
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GLuint BubbleShader::Program;
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GLuint BubbleShader::attrib_position;
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GLuint BubbleShader::attrib_texcoord;
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GLuint BubbleShader::uniform_MVP;
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GLuint BubbleShader::uniform_tex;
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GLuint BubbleShader::uniform_time;
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@ -1265,8 +1224,6 @@ namespace MeshShader
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/bubble.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/bubble.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_tex = glGetUniformLocation(Program, "tex");
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uniform_time = glGetUniformLocation(Program, "time");
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@ -1281,9 +1238,6 @@ namespace MeshShader
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}
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GLuint TransparentShader::Program;
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GLuint TransparentShader::attrib_position;
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GLuint TransparentShader::attrib_texcoord;
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GLuint TransparentShader::attrib_color;
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GLuint TransparentShader::uniform_MVP;
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GLuint TransparentShader::uniform_TM;
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GLuint TransparentShader::uniform_tex;
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@ -1293,9 +1247,6 @@ namespace MeshShader
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/transparent.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_color = glGetAttribLocation(Program, "Color");
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uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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uniform_tex = glGetUniformLocation(Program, "tex");
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@ -1314,9 +1265,6 @@ namespace MeshShader
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}
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GLuint TransparentFogShader::Program;
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GLuint TransparentFogShader::attrib_position;
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GLuint TransparentFogShader::attrib_texcoord;
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GLuint TransparentFogShader::attrib_color;
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GLuint TransparentFogShader::uniform_MVP;
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GLuint TransparentFogShader::uniform_TM;
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GLuint TransparentFogShader::uniform_tex;
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@ -1332,9 +1280,6 @@ namespace MeshShader
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/transparentfog.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_color = glGetAttribLocation(Program, "Color");
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uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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uniform_tex = glGetUniformLocation(Program, "tex");
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@ -1401,7 +1346,6 @@ namespace MeshShader
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}
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GLuint ColorizeShader::Program;
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GLuint ColorizeShader::attrib_position;
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GLuint ColorizeShader::uniform_MM;
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GLuint ColorizeShader::uniform_col;
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@ -1410,7 +1354,6 @@ namespace MeshShader
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/colorize.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_col = glGetUniformLocation(Program, "col");
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if (!UserConfigParams::m_ubo_disabled)
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@ -1429,17 +1372,13 @@ namespace MeshShader
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}
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GLuint ShadowShader::Program;
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GLuint ShadowShader::attrib_position;
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GLuint ShadowShader::uniform_MM;
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void ShadowShader::init()
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{
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// Geometry shader needed
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if (irr_driver->getGLSLVersion() < 150)
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{
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attrib_position = -1;
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return;
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}
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if (irr_driver->hasVSLayerExtension())
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{
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Program = LoadProgram(
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@ -1453,7 +1392,6 @@ namespace MeshShader
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GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
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}
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attrib_position = glGetAttribLocation(Program, "Position");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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@ -1466,9 +1404,6 @@ namespace MeshShader
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}
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GLuint RSMShader::Program;
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GLuint RSMShader::attrib_position;
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GLuint RSMShader::attrib_texcoord;
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GLuint RSMShader::attrib_normal;
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GLuint RSMShader::uniform_MM;
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GLuint RSMShader::uniform_tex;
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GLuint RSMShader::uniform_RSMMatrix;
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@ -1480,10 +1415,7 @@ namespace MeshShader
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/rsm.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/rsm.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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uniform_tex = glGetUniformLocation(Program, "tex");
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uniform_RSMMatrix = glGetUniformLocation(Program, "RSMMatrix");
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}
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@ -1496,7 +1428,6 @@ namespace MeshShader
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}
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GLuint InstancedShadowShader::Program;
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GLuint InstancedShadowShader::attrib_position;
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GLuint InstancedShadowShader::attrib_origin;
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GLuint InstancedShadowShader::attrib_orientation;
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GLuint InstancedShadowShader::attrib_scale;
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@ -1505,10 +1436,7 @@ namespace MeshShader
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{
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// Geometry shader needed
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if (irr_driver->getGLSLVersion() < 150)
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{
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attrib_position = -1;
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return;
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}
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if (irr_driver->hasVSLayerExtension())
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{
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Program = LoadProgram(
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@ -1524,7 +1452,6 @@ namespace MeshShader
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GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
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}
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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@ -1537,8 +1464,6 @@ namespace MeshShader
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}
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GLuint RefShadowShader::Program;
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GLuint RefShadowShader::attrib_position;
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GLuint RefShadowShader::attrib_texcoord;
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GLuint RefShadowShader::uniform_MM;
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GLuint RefShadowShader::uniform_tex;
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@ -1546,11 +1471,7 @@ namespace MeshShader
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{
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// Geometry shader needed
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if (irr_driver->getGLSLVersion() < 150)
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{
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attrib_position = -1;
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attrib_texcoord = -1;
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return;
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}
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if (irr_driver->hasVSLayerExtension())
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{
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Program = LoadProgram(
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@ -1564,8 +1485,6 @@ namespace MeshShader
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GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
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}
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_tex = glGetUniformLocation(Program, "tex");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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@ -1579,8 +1498,6 @@ namespace MeshShader
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}
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GLuint InstancedRefShadowShader::Program;
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GLuint InstancedRefShadowShader::attrib_position;
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GLuint InstancedRefShadowShader::attrib_texcoord;
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GLuint InstancedRefShadowShader::attrib_origin;
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GLuint InstancedRefShadowShader::attrib_orientation;
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GLuint InstancedRefShadowShader::attrib_scale;
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@ -1590,11 +1507,7 @@ namespace MeshShader
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{
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// Geometry shader needed
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if (irr_driver->getGLSLVersion() < 150)
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{
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attrib_position = -1;
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attrib_texcoord = -1;
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return;
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}
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if (irr_driver->hasVSLayerExtension())
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{
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Program = LoadProgram(
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@ -1610,8 +1523,6 @@ namespace MeshShader
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GL_GEOMETRY_SHADER, file_manager->getAsset("shaders/shadow.geom").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
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}
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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attrib_origin = glGetAttribLocation(Program, "Origin");
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attrib_orientation = glGetAttribLocation(Program, "Orientation");
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attrib_scale = glGetAttribLocation(Program, "Scale");
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@ -1657,7 +1568,6 @@ namespace MeshShader
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}
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GLuint DisplaceMaskShader::Program;
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GLuint DisplaceMaskShader::attrib_position;
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GLuint DisplaceMaskShader::uniform_MVP;
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void DisplaceMaskShader::init()
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@ -1665,7 +1575,6 @@ namespace MeshShader
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/displace.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
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if (!UserConfigParams::m_ubo_disabled)
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{
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@ -1680,9 +1589,6 @@ namespace MeshShader
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}
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GLuint DisplaceShader::Program;
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GLuint DisplaceShader::attrib_position;
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GLuint DisplaceShader::attrib_texcoord;
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GLuint DisplaceShader::attrib_second_texcoord;
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GLuint DisplaceShader::uniform_MVP;
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GLuint DisplaceShader::uniform_displacement_tex;
|
||||
GLuint DisplaceShader::uniform_mask_tex;
|
||||
@ -1695,9 +1601,6 @@ namespace MeshShader
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/displace.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/displace.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
|
||||
attrib_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
|
||||
uniform_displacement_tex = glGetUniformLocation(Program, "displacement_tex");
|
||||
uniform_color_tex = glGetUniformLocation(Program, "color_tex");
|
||||
|
@ -93,7 +93,7 @@ class InstancedObjectPass1Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_normal, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint uniform_tex;
|
||||
|
||||
static void init();
|
||||
@ -104,7 +104,7 @@ class InstancedObjectRefPass1Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_normal, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint uniform_tex;
|
||||
|
||||
static void init();
|
||||
@ -115,7 +115,7 @@ class InstancedGrassPass1Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_normal, attrib_origin, attrib_orientation, attrib_scale, attrib_color, attrib_texcoord;
|
||||
static GLuint attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint uniform_windDir, uniform_tex;
|
||||
|
||||
static void init();
|
||||
@ -137,7 +137,7 @@ class InstancedObjectPass2Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint uniform_VP, uniform_TM, uniform_ambient;
|
||||
static GLuint TU_Albedo;
|
||||
|
||||
@ -149,7 +149,7 @@ class InstancedObjectRefPass2Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint uniform_VP, uniform_TM, uniform_ambient;
|
||||
static GLuint TU_Albedo;
|
||||
|
||||
@ -226,7 +226,7 @@ class InstancedGrassPass2Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_normal, attrib_color, attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint uniform_VP, uniform_TM, uniform_IVM, uniform_ambient, uniform_windDir, uniform_invproj, uniform_SunDir;
|
||||
static GLuint TU_Albedo, TU_dtex;
|
||||
|
||||
@ -249,7 +249,6 @@ class SplattingShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
|
||||
static GLuint uniform_MM, uniform_ambient;
|
||||
static GLuint TU_tex_layout, TU_tex_detail0, TU_tex_detail1, TU_tex_detail2, TU_tex_detail3;
|
||||
|
||||
@ -261,7 +260,6 @@ class BubbleShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord;
|
||||
static GLuint uniform_MVP, uniform_tex, uniform_time, uniform_transparency;
|
||||
|
||||
static void init();
|
||||
@ -272,7 +270,6 @@ class TransparentShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_color;
|
||||
static GLuint uniform_MVP, uniform_TM, uniform_tex;
|
||||
|
||||
static void init();
|
||||
@ -283,7 +280,6 @@ class TransparentFogShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_color;
|
||||
static GLuint uniform_MVP, uniform_TM, uniform_tex, uniform_fogmax, uniform_startH, uniform_endH, uniform_start, uniform_end, uniform_col;
|
||||
|
||||
static void init();
|
||||
@ -306,7 +302,6 @@ class ColorizeShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position;
|
||||
static GLuint uniform_MM, uniform_col;
|
||||
|
||||
static void init();
|
||||
@ -317,7 +312,6 @@ class ShadowShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position;
|
||||
static GLuint uniform_MM, uniform_ViewProjectionMatrixesUBO;
|
||||
|
||||
static void init();
|
||||
@ -328,7 +322,6 @@ class RSMShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_normal;
|
||||
static GLuint uniform_MM, uniform_tex, uniform_RSMMatrix;
|
||||
|
||||
static void init();
|
||||
@ -339,7 +332,7 @@ class InstancedShadowShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint attrib_origin, attrib_orientation, attrib_scale;
|
||||
|
||||
static void init();
|
||||
static void setUniforms();
|
||||
@ -349,7 +342,6 @@ class RefShadowShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord;
|
||||
static GLuint uniform_MM, uniform_tex;
|
||||
|
||||
static void init();
|
||||
@ -360,7 +352,7 @@ class InstancedRefShadowShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint attrib_origin, attrib_orientation, attrib_scale;
|
||||
static GLuint uniform_tex;
|
||||
|
||||
static void init();
|
||||
@ -382,7 +374,6 @@ class DisplaceMaskShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position;
|
||||
static GLuint uniform_MVP;
|
||||
|
||||
static void init();
|
||||
@ -393,7 +384,6 @@ class DisplaceShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
|
||||
static GLuint uniform_MVP, uniform_displacement_tex, uniform_mask_tex, uniform_color_tex, uniform_dir, uniform_dir2;
|
||||
|
||||
static void init();
|
||||
|
Loading…
Reference in New Issue
Block a user