Fix for GL 3.1 context
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9e44c5980a
commit
bde17a28d5
@ -17,9 +17,15 @@ layout (std140) uniform MatrixesData
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uniform mat4 ModelMatrix;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 SecondTexcoord;
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#else
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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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#endif
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out vec2 uv;
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out vec2 uv_bis;
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@ -3,11 +3,17 @@ uniform mat4 ModelViewProjectionMatrix;
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uniform mat4 TransposeInverseModelView;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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#endif
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out vec3 nor;
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out vec2 uv;
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@ -15,10 +15,17 @@ in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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#endif
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out vec3 nor;
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out vec2 uv;
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@ -19,9 +19,15 @@ in vec3 Origin;
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in vec3 Orientation;
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in vec3 Scale;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 3) in vec2 Texcoord;
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#else
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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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#endif
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out vec3 nor;
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out vec2 uv;
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@ -10,11 +10,17 @@ layout (std140) uniform MatrixesData
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uniform mat4 ModelMatrix;
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uniform mat4 InverseModelMatrix;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 5) in vec3 Tangent;
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layout(location = 6) in vec3 Bitangent;
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#else
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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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#endif
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out vec3 tangent;
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out vec3 bitangent;
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@ -24,12 +24,19 @@ uniform mat4 TextureMatrix =
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0., 0., 1., 0.,
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0., 0., 0., 1.);
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 4) in vec2 SecondTexcoord;
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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in vec2 SecondTexcoord;
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#endif
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out vec3 nor;
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out vec2 uv;
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@ -44,6 +44,7 @@ PFNGLUNIFORM4FVPROC glUniform4fv;
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PFNGLGETPROGRAMIVPROC glGetProgramiv;
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PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
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PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
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PFNGLBLENDEQUATIONPROC glBlendEquation;
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PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
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PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced;
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@ -197,6 +198,7 @@ void initGL()
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glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)IRR_OGL_LOAD_EXTENSION("glGetProgramInfoLog");
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glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)IRR_OGL_LOAD_EXTENSION("glTransformFeedbackVaryings");
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glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glGetAttribLocation");
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glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)IRR_OGL_LOAD_EXTENSION("glBindAttribLocation");
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glBlendEquation = (PFNGLBLENDEQUATIONPROC)IRR_OGL_LOAD_EXTENSION("glBlendEquation");
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glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)IRR_OGL_LOAD_EXTENSION("glVertexAttribDivisor");
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glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawArraysInstanced");
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@ -68,6 +68,7 @@ extern PFNGLUNIFORM4IPROC glUniform4i;
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extern PFNGLGETPROGRAMIVPROC glGetProgramiv;
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extern PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
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extern PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
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extern PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
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extern PFNGLBLENDEQUATIONPROC glBlendEquation;
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extern PFNGLVERTEXATTRIBDIVISORPROC glVertexAttribDivisor;
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extern PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced;
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@ -143,6 +144,16 @@ GLint LoadProgram(Types ... args)
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{
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GLint ProgramID = glCreateProgram();
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loadAndAttach(ProgramID, args...);
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if (irr_driver->getGLSLVersion() < 330)
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{
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glBindAttribLocation(ProgramID, 0, "Position");
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glBindAttribLocation(ProgramID, 1, "Normal");
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glBindAttribLocation(ProgramID, 2, "Color");
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glBindAttribLocation(ProgramID, 3, "Texcoord");
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glBindAttribLocation(ProgramID, 4, "SecondTexcoord");
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glBindAttribLocation(ProgramID, 5, "Tangent");
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glBindAttribLocation(ProgramID, 6, "Bitangent");
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}
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glLinkProgram(ProgramID);
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GLint Result = GL_FALSE;
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@ -450,9 +450,6 @@ namespace MeshShader
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// Solid Normal and depth pass shaders
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GLuint ObjectPass1Shader::Program;
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GLuint ObjectPass1Shader::attrib_position;
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GLuint ObjectPass1Shader::attrib_normal;
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GLuint ObjectPass1Shader::attrib_texcoord;
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GLuint ObjectPass1Shader::uniform_MM;
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GLuint ObjectPass1Shader::uniform_IMM;
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GLuint ObjectPass1Shader::uniform_tex;
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@ -463,9 +460,6 @@ namespace MeshShader
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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/utils/encode_normal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
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uniform_tex = glGetUniformLocation(Program, "tex");
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@ -486,9 +480,6 @@ namespace MeshShader
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}
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GLuint ObjectRefPass1Shader::Program;
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GLuint ObjectRefPass1Shader::attrib_position;
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GLuint ObjectRefPass1Shader::attrib_normal;
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GLuint ObjectRefPass1Shader::attrib_texcoord;
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GLuint ObjectRefPass1Shader::uniform_MM;
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GLuint ObjectRefPass1Shader::uniform_IMM;
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GLuint ObjectRefPass1Shader::uniform_TM;
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@ -500,9 +491,6 @@ namespace MeshShader
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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/utils/encode_normal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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@ -525,10 +513,6 @@ namespace MeshShader
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}
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GLuint GrassPass1Shader::Program;
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GLuint GrassPass1Shader::attrib_position;
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GLuint GrassPass1Shader::attrib_texcoord;
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GLuint GrassPass1Shader::attrib_normal;
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GLuint GrassPass1Shader::attrib_color;
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GLuint GrassPass1Shader::uniform_MVP;
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GLuint GrassPass1Shader::uniform_TIMV;
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GLuint GrassPass1Shader::uniform_tex;
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@ -540,10 +524,6 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_pass.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass1.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_normal = glGetAttribLocation(Program, "Normal");
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attrib_color = glGetAttribLocation(Program, "Color");
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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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uniform_TIMV = glGetUniformLocation(Program, "TransposeInverseModelView");
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uniform_tex = glGetUniformLocation(Program, "tex");
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@ -559,10 +539,6 @@ namespace MeshShader
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}
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GLuint NormalMapShader::Program;
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GLuint NormalMapShader::attrib_position;
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GLuint NormalMapShader::attrib_texcoord;
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GLuint NormalMapShader::attrib_tangent;
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GLuint NormalMapShader::attrib_bitangent;
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GLuint NormalMapShader::uniform_MM;
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GLuint NormalMapShader::uniform_IMM;
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GLuint NormalMapShader::uniform_normalMap;
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@ -574,10 +550,6 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/normalmap.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/normalmap.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_tangent = glGetAttribLocation(Program, "Tangent");
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attrib_bitangent = glGetAttribLocation(Program, "Bitangent");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
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uniform_normalMap = glGetUniformLocation(Program, "normalMap");
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@ -718,8 +690,6 @@ namespace MeshShader
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// Solid Lit pass shaders
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GLuint ObjectPass2Shader::Program;
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GLuint ObjectPass2Shader::attrib_position;
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GLuint ObjectPass2Shader::attrib_texcoord;
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GLuint ObjectPass2Shader::uniform_MM;
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GLuint ObjectPass2Shader::uniform_TM;
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GLuint ObjectPass2Shader::uniform_ambient;
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@ -731,8 +701,6 @@ namespace MeshShader
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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/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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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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@ -875,9 +843,6 @@ namespace MeshShader
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}
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GLuint DetailledObjectPass2Shader::Program;
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GLuint DetailledObjectPass2Shader::attrib_position;
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GLuint DetailledObjectPass2Shader::attrib_texcoord;
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GLuint DetailledObjectPass2Shader::attrib_second_texcoord;
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GLuint DetailledObjectPass2Shader::uniform_MM;
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GLuint DetailledObjectPass2Shader::uniform_ambient;
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GLuint DetailledObjectPass2Shader::TU_Albedo;
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@ -889,9 +854,6 @@ namespace MeshShader
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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/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/detailledobject_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_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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GLuint uniform_Detail = glGetUniformLocation(Program, "Detail");
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@ -923,8 +885,6 @@ namespace MeshShader
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}
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GLuint ObjectUnlitShader::Program;
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GLuint ObjectUnlitShader::attrib_position;
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GLuint ObjectUnlitShader::attrib_texcoord;
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GLuint ObjectUnlitShader::uniform_MM;
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GLuint ObjectUnlitShader::TU_tex;
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@ -933,8 +893,6 @@ 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/object_unlit.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_MM = glGetUniformLocation(Program, "ModelMatrix");
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GLuint uniform_tex = glGetUniformLocation(Program, "tex");
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if (!UserConfigParams::m_ubo_disabled)
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@ -957,9 +915,6 @@ namespace MeshShader
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}
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GLuint ObjectRimLimitShader::Program;
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GLuint ObjectRimLimitShader::attrib_position;
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GLuint ObjectRimLimitShader::attrib_texcoord;
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GLuint ObjectRimLimitShader::attrib_normal;
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GLuint ObjectRimLimitShader::uniform_MM;
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GLuint ObjectRimLimitShader::uniform_IMM;
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GLuint ObjectRimLimitShader::uniform_TM;
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@ -971,9 +926,6 @@ 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/objectpass_rimlit.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_normal = glGetAttribLocation(Program, "Normal");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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@ -1012,8 +964,6 @@ namespace MeshShader
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}
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GLuint UntexturedObjectShader::Program;
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GLuint UntexturedObjectShader::attrib_position;
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GLuint UntexturedObjectShader::attrib_color;
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GLuint UntexturedObjectShader::uniform_MM;
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GLuint UntexturedObjectShader::uniform_ambient;
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@ -1023,8 +973,6 @@ namespace MeshShader
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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/utils/getLightFactor.frag").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/untextured_object.frag").c_str());
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attrib_position = glGetAttribLocation(Program, "Position");
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attrib_color = glGetAttribLocation(Program, "Color");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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@ -1054,8 +1002,6 @@ namespace MeshShader
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GLuint ObjectRefPass2Shader::Program;
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GLuint ObjectRefPass2Shader::attrib_position;
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GLuint ObjectRefPass2Shader::attrib_texcoord;
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GLuint ObjectRefPass2Shader::uniform_MM;
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GLuint ObjectRefPass2Shader::uniform_TM;
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GLuint ObjectRefPass2Shader::uniform_ambient;
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@ -1068,8 +1014,6 @@ namespace MeshShader
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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/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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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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@ -1104,9 +1048,6 @@ namespace MeshShader
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}
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GLuint GrassPass2Shader::Program;
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GLuint GrassPass2Shader::attrib_position;
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GLuint GrassPass2Shader::attrib_texcoord;
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GLuint GrassPass2Shader::attrib_color;
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GLuint GrassPass2Shader::uniform_MVP;
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GLuint GrassPass2Shader::uniform_ambient;
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GLuint GrassPass2Shader::uniform_windDir;
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@ -1118,9 +1059,6 @@ namespace MeshShader
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/grass_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/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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uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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GLuint uniform_Albedo = glGetUniformLocation(Program, "Albedo");
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GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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@ -1218,8 +1156,6 @@ namespace MeshShader
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}
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GLuint SphereMapShader::Program;
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GLuint SphereMapShader::attrib_position;
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GLuint SphereMapShader::attrib_normal;
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GLuint SphereMapShader::uniform_MM;
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GLuint SphereMapShader::uniform_IMM;
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GLuint SphereMapShader::uniform_ambient;
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@ -1232,8 +1168,6 @@ namespace MeshShader
|
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getPosFromUVDepth.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
attrib_normal = glGetAttribLocation(Program, "Normal");
|
||||
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
|
||||
uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
|
||||
uniform_ambient = glGetUniformLocation(Program, "ambient");
|
||||
@ -1283,9 +1217,6 @@ namespace MeshShader
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/splatting.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
|
||||
attrib_second_texcoord = glGetAttribLocation(Program, "SecondTexcoord");
|
||||
uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
|
||||
GLuint uniform_tex_layout = glGetUniformLocation(Program, "tex_layout");
|
||||
GLuint uniform_tex_detail0 = glGetUniformLocation(Program, "tex_detail0");
|
||||
@ -1544,6 +1475,8 @@ namespace MeshShader
|
||||
|
||||
void RSMShader::init()
|
||||
{
|
||||
if (irr_driver->getGLSLVersion() < 150)
|
||||
return;
|
||||
Program = LoadProgram(
|
||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/rsm.vert").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/rsm.frag").c_str());
|
||||
@ -1734,8 +1667,11 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/white.frag").c_str());
|
||||
attrib_position = glGetAttribLocation(Program, "Position");
|
||||
uniform_MVP = glGetUniformLocation(Program, "ModelMatrix");
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
if (!UserConfigParams::m_ubo_disabled)
|
||||
{
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
}
|
||||
|
||||
void DisplaceMaskShader::setUniforms(const core::matrix4 &ModelMatrix)
|
||||
@ -2391,6 +2327,8 @@ namespace FullScreenShader
|
||||
|
||||
void RadianceHintsConstructionShader::init()
|
||||
{
|
||||
if (irr_driver->getGLSLVersion() < 150)
|
||||
return;
|
||||
if (irr_driver->hasVSLayerExtension())
|
||||
{
|
||||
Program = LoadProgram(
|
||||
@ -2520,6 +2458,8 @@ namespace FullScreenShader
|
||||
void ComputeGaussian17TapHShader::init()
|
||||
{
|
||||
#if WIN32
|
||||
if (irr_driver->getGLSLVersion() < 420)
|
||||
return;
|
||||
Program = LoadProgram(
|
||||
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/bilateralH.comp").c_str());
|
||||
uniform_source = glGetUniformLocation(Program, "source");
|
||||
@ -2579,6 +2519,8 @@ namespace FullScreenShader
|
||||
void ComputeGaussian17TapVShader::init()
|
||||
{
|
||||
#if WIN32
|
||||
if (irr_driver->getGLSLVersion() < 420)
|
||||
return;
|
||||
Program = LoadProgram(
|
||||
GL_COMPUTE_SHADER, file_manager->getAsset("shaders/bilateralV.comp").c_str());
|
||||
uniform_source = glGetUniformLocation(Program, "source");
|
||||
|
@ -53,7 +53,6 @@ class ObjectPass1Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_normal;
|
||||
static GLuint uniform_MM, uniform_IMM, uniform_tex;
|
||||
|
||||
static void init();
|
||||
@ -64,7 +63,6 @@ class ObjectRefPass1Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_normal, attrib_texcoord;
|
||||
static GLuint uniform_MM, uniform_TM, uniform_IMM, uniform_tex;
|
||||
|
||||
static void init();
|
||||
@ -75,7 +73,6 @@ class GrassPass1Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_normal, attrib_color;
|
||||
static GLuint uniform_MVP, uniform_TIMV, uniform_tex, uniform_windDir;
|
||||
|
||||
static void init();
|
||||
@ -86,7 +83,6 @@ class NormalMapShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_tangent, attrib_bitangent;
|
||||
static GLuint uniform_MM, uniform_IMM, uniform_normalMap, uniform_DiffuseForAlpha;
|
||||
|
||||
static void init();
|
||||
@ -130,7 +126,6 @@ class ObjectPass2Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord;
|
||||
static GLuint uniform_MM, uniform_TM, uniform_ambient;
|
||||
static GLuint TU_Albedo;
|
||||
|
||||
@ -166,7 +161,6 @@ class DetailledObjectPass2Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_second_texcoord;
|
||||
static GLuint uniform_MM, uniform_ambient;
|
||||
static GLuint TU_Albedo, TU_detail;
|
||||
|
||||
@ -178,7 +172,6 @@ class ObjectRimLimitShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_normal, attrib_texcoord;
|
||||
static GLuint uniform_MM, uniform_IMM, uniform_TM, uniform_ambient;
|
||||
static GLuint TU_Albedo;
|
||||
|
||||
@ -190,7 +183,6 @@ class UntexturedObjectShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_color;
|
||||
static GLuint uniform_MM, uniform_ambient;
|
||||
|
||||
static void init();
|
||||
@ -201,7 +193,6 @@ class ObjectUnlitShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord;
|
||||
static GLuint uniform_MM;
|
||||
static GLuint TU_tex;
|
||||
|
||||
@ -213,7 +204,6 @@ class ObjectRefPass2Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord;
|
||||
static GLuint uniform_MM, uniform_TM, uniform_ambient;
|
||||
static GLuint TU_Albedo;
|
||||
|
||||
@ -225,7 +215,6 @@ class GrassPass2Shader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_texcoord, attrib_color;
|
||||
static GLuint uniform_MVP, uniform_ambient, uniform_windDir;
|
||||
static GLuint TU_Albedo;
|
||||
|
||||
@ -249,7 +238,6 @@ class SphereMapShader
|
||||
{
|
||||
public:
|
||||
static GLuint Program;
|
||||
static GLuint attrib_position, attrib_normal;
|
||||
static GLuint uniform_MM, uniform_IMM, uniform_ambient;
|
||||
static GLuint TU_tex;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user