Merge branch 'master' of github.com:supertuxkart/stk-code
This commit is contained in:
@@ -1,9 +1,11 @@
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#ifdef GL_ARB_bindless_texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D Detail;
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layout(bindless_sampler) uniform sampler2D SpecMap;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D Detail;
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uniform sampler2D SpecMap;
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#endif
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#if __VERSION__ >= 130
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@@ -16,7 +18,7 @@ varying vec2 uv_bis;
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#define FragColor gl_FragColor
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#endif
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vec3 getLightFactor(float specMapValue);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main(void)
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{
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@@ -28,6 +30,6 @@ void main(void)
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#endif
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vec4 detail = texture(Detail, uv_bis);
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color *= detail;
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vec3 LightFactor = getLightFactor(1. - color.a);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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float specmap = texture(SpecMap, uv).g;
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap), 1.);
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}
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@@ -1,9 +1,11 @@
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#ifdef GL_ARB_bindless_texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D dtex;
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layout(bindless_sampler) uniform sampler2D SpecMap;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D dtex;
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uniform sampler2D SpecMap;
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#endif
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uniform vec3 SunDir;
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@@ -12,10 +14,18 @@ in vec3 nor;
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in vec2 uv;
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out vec4 FragColor;
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vec3 getLightFactor(float specMapValue);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main(void)
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{
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vec4 color = texture(Albedo, uv);
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#ifdef GL_ARB_bindless_texture
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#endif
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if (color.a < 0.5) discard;
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vec2 texc = gl_FragCoord.xy / screen;
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float z = texture(dtex, texc).x;
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@@ -30,14 +40,8 @@ void main(void)
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float fLdotNBack = max(0., - dot(nor, SunDir) * 0.6 + 0.4);
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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float specmap = texture(SpecMap, uv).g;
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vec4 color = texture(Albedo, uv);
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#ifdef GL_ARB_bindless_texture
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#endif
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if (color.a < 0.5) discard;
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vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
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vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), specmap);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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}
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@@ -1,22 +1,25 @@
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#ifndef GL_ARB_bindless_texture
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uniform sampler2D Albedo;
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uniform sampler2D Detail;
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uniform sampler2D SpecMap;
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#endif
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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flat in sampler2D thirdhandle;
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#endif
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in vec2 uv;
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in vec2 uv_bis;
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out vec4 FragColor;
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vec3 getLightFactor(float specMapValue);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 color = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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@@ -24,8 +27,8 @@ void main(void)
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#else
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vec4 color = texture(Albedo, uv);
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vec4 detail = texture(Detail, uv_bis);
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float specmap = texture(SpecMap, uv).g;
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#endif
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color *= detail;
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vec3 LightFactor = getLightFactor(1. - color.a);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap), 1.);
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}
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@@ -2,6 +2,7 @@
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layout(bindless_sampler) uniform sampler2D dtex;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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uniform sampler2D dtex;
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#endif
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@@ -9,15 +10,28 @@ uniform vec3 SunDir;
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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#endif
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in vec3 nor;
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in vec2 uv;
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out vec4 FragColor;
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vec3 getLightFactor(float specMapValue);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 color = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#else
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vec4 color = texture(Albedo, uv);
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float specmap = texture(SpecMap, uv).g;
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#endif
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if (color.a < 0.5) discard;
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vec2 texc = gl_FragCoord.xy / screen;
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float z = texture(dtex, texc).x;
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@@ -33,15 +47,7 @@ void main(void)
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float fLdotNBack = max(0., - dot(nor, SunDir) * 0.6 + 0.4);
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float scattering = mix(fPowEdotL, fLdotNBack, .5);
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#ifdef GL_ARB_bindless_texture
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vec4 color = texture(handle, uv);
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#ifdef SRGBBindlessFix
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color.xyz = pow(color.xyz, vec3(2.2));
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#endif
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#else
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vec4 color = texture(Albedo, uv);
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#endif
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if (color.a < 0.5) discard;
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vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
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FragColor = vec4(color.xyz * LightFactor, 1.);
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vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), specmap);
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FragColor = vec4(LightFactor, 1.);
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}
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@@ -1,27 +1,30 @@
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#ifndef GL_ARB_bindless_texture
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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#endif
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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#endif
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(float specMapValue);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 col = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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#else
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vec4 col = texture(Albedo, uv);
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float specmap = texture(SpecMap, uv).g;
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(col.xyz * LightFactor, 1.);
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap), 1.);
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}
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@@ -12,7 +12,7 @@ out vec4 FragColor;
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 getLightFactor(float specMapValue);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main() {
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vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
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@@ -29,7 +29,6 @@ void main() {
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#else
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vec4 detail0 = texture(tex, r.xy / m + .5);
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#endif
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(detail0.xyz * LightFactor, 1.);
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FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 0.), 1.);
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}
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@@ -1,28 +1,31 @@
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#ifndef GL_ARB_bindless_texture
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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#endif
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D handle;
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flat in sampler2D secondhandle;
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#endif
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(float specMapValue);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main(void)
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{
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#ifdef GL_ARB_bindless_texture
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vec4 col = texture(handle, uv);
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float specmap = texture(secondhandle, uv).g;
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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#else
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vec4 col = texture(Albedo, uv);
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float specmap = texture(SpecMap, uv).g;
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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if (col.a * color.a < 0.5) discard;
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(col.xyz * LightFactor, 1.);
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap), 1.);
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}
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@@ -1,14 +1,16 @@
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#ifdef GL_ARB_bindless_texture
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layout(bindless_sampler) uniform sampler2D Albedo;
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layout(bindless_sampler) uniform sampler2D SpecMap;
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#else
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uniform sampler2D Albedo;
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uniform sampler2D SpecMap;
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#endif
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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vec3 getLightFactor(float specMapValue);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main(void)
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{
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@@ -21,6 +23,6 @@ void main(void)
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vec4 col = texture(Albedo, uv);
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#endif
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col.xyz *= pow(color.xyz, vec3(2.2));
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vec3 LightFactor = getLightFactor(1.);
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FragColor = vec4(col.xyz * LightFactor, 1.);
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float specmap = texture(SpecMap, uv).g;
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FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap), 1.);
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}
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@@ -15,7 +15,7 @@ varying vec3 nor;
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#endif
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vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
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vec3 getLightFactor(float specMapValue);
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vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
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void main() {
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vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
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@@ -30,7 +30,6 @@ void main() {
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detail0.xyz = pow(detail0.xyz, vec3(2.2));
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#endif
|
||||
#endif
|
||||
vec3 LightFactor = getLightFactor(1.);
|
||||
|
||||
FragColor = vec4(detail0.xyz * LightFactor, 1.);
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FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 0.), 1.);
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}
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|
||||
@@ -1,14 +1,16 @@
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||||
#ifdef GL_ARB_bindless_texture
|
||||
layout(bindless_sampler) uniform sampler2D Albedo;
|
||||
layout(bindless_sampler) uniform sampler2D SpecMap;
|
||||
#else
|
||||
uniform sampler2D Albedo;
|
||||
uniform sampler2D SpecMap;
|
||||
#endif
|
||||
|
||||
in vec2 uv;
|
||||
in vec4 color;
|
||||
out vec4 FragColor;
|
||||
|
||||
vec3 getLightFactor(float specMapValue);
|
||||
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
|
||||
|
||||
void main(void)
|
||||
{
|
||||
@@ -20,6 +22,6 @@ void main(void)
|
||||
#endif
|
||||
col.xyz *= pow(color.xyz, vec3(2.2));
|
||||
if (col.a * color.a < 0.5) discard;
|
||||
vec3 LightFactor = getLightFactor(1.);
|
||||
FragColor = vec4(col.xyz * LightFactor, 1.);
|
||||
float specmap = texture(SpecMap, uv).g;
|
||||
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap), 1.);
|
||||
}
|
||||
|
||||
@@ -22,7 +22,7 @@ varying vec2 uv_bis;
|
||||
#define FragColor gl_FragColor
|
||||
#endif
|
||||
|
||||
vec3 getLightFactor(float specMapValue);
|
||||
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
|
||||
|
||||
void main() {
|
||||
// Splatting part
|
||||
@@ -46,6 +46,5 @@ void main() {
|
||||
splatting.b * detail2 +
|
||||
max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
|
||||
|
||||
vec3 LightFactor = getLightFactor(1.);
|
||||
FragColor = vec4(splatted.xyz * LightFactor, 1.);
|
||||
FragColor = vec4(getLightFactor(splatted.xyz, vec3(1.), 0.), 1.);
|
||||
}
|
||||
|
||||
@@ -8,12 +8,12 @@ uniform sampler2D SpecularMap;
|
||||
uniform sampler2D SSAO;
|
||||
#endif
|
||||
|
||||
vec3 getLightFactor(float specMapValue)
|
||||
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue)
|
||||
{
|
||||
vec2 tc = gl_FragCoord.xy / screen;
|
||||
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
|
||||
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
|
||||
float ao = texture(SSAO, tc).x;
|
||||
vec3 tmp = DiffuseComponent + SpecularComponent * specMapValue;
|
||||
vec3 tmp = diffuseMatColor * DiffuseComponent * (1. - specMapValue) + specularMatColor * SpecularComponent * specMapValue;
|
||||
return tmp * ao;
|
||||
}
|
||||
@@ -662,7 +662,8 @@ FrameBuffer *PostProcessing::render(scene::ICameraSceneNode * const camnode, boo
|
||||
|
||||
// Blend
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
glBlendColor(0., 0., 0., track->getGodRaysOpacity());
|
||||
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE);
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
|
||||
in_fbo->Bind();
|
||||
|
||||
@@ -75,7 +75,7 @@ struct DefaultMaterial
|
||||
};
|
||||
|
||||
const std::vector<size_t> DefaultMaterial::FirstPassTextures = { 1 };
|
||||
const std::vector<size_t> DefaultMaterial::SecondPassTextures = { 0 };
|
||||
const std::vector<size_t> DefaultMaterial::SecondPassTextures = { 0, 1 };
|
||||
|
||||
struct AlphaRef
|
||||
{
|
||||
@@ -93,7 +93,7 @@ struct AlphaRef
|
||||
};
|
||||
|
||||
const std::vector<size_t> AlphaRef::FirstPassTextures = { 0, 1 };
|
||||
const std::vector<size_t> AlphaRef::SecondPassTextures = { 0 };
|
||||
const std::vector<size_t> AlphaRef::SecondPassTextures = { 0, 1 };
|
||||
|
||||
struct SphereMap
|
||||
{
|
||||
@@ -147,7 +147,7 @@ struct GrassMat
|
||||
};
|
||||
|
||||
const std::vector<size_t> GrassMat::FirstPassTextures = { 0 };
|
||||
const std::vector<size_t> GrassMat::SecondPassTextures = { 0 };
|
||||
const std::vector<size_t> GrassMat::SecondPassTextures = { 0, 1 };
|
||||
|
||||
struct NormalMat
|
||||
{
|
||||
@@ -165,7 +165,7 @@ struct NormalMat
|
||||
};
|
||||
|
||||
const std::vector<size_t> NormalMat::FirstPassTextures = { 2, 1 };
|
||||
const std::vector<size_t> NormalMat::SecondPassTextures = { 0 };
|
||||
const std::vector<size_t> NormalMat::SecondPassTextures = { 0, 1 };
|
||||
|
||||
struct DetailMat
|
||||
{
|
||||
@@ -183,7 +183,7 @@ struct DetailMat
|
||||
};
|
||||
|
||||
const std::vector<size_t> DetailMat::FirstPassTextures = { 1 };
|
||||
const std::vector<size_t> DetailMat::SecondPassTextures = { 0, 2 };
|
||||
const std::vector<size_t> DetailMat::SecondPassTextures = { 0, 2, 1 };
|
||||
|
||||
struct SplattingMat
|
||||
{
|
||||
@@ -531,15 +531,15 @@ void IrrDriver::renderSolidSecondPass()
|
||||
|
||||
if (UserConfigParams::m_azdo)
|
||||
{
|
||||
multidraw2ndPass<DefaultMaterial>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
multidraw2ndPass<AlphaRef>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
multidraw2ndPass<DefaultMaterial>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
|
||||
multidraw2ndPass<AlphaRef>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
|
||||
multidraw2ndPass<SphereMap>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
multidraw2ndPass<UnlitMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);
|
||||
multidraw2ndPass<GrassMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, DepthHandle, 0), windDir, cb->getPosition());
|
||||
multidraw2ndPass<GrassMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, DepthHandle, 0, 0), windDir, cb->getPosition());
|
||||
|
||||
multidraw2ndPass<NormalMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0));
|
||||
multidraw2ndPass<DetailMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
|
||||
multidraw2ndPass<NormalMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0));
|
||||
multidraw2ndPass<DetailMat>(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, 0, 0, 0));
|
||||
}
|
||||
else if (irr_driver->hasARB_draw_indirect())
|
||||
{
|
||||
|
||||
@@ -854,7 +854,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
|
||||
AssignUniforms("ModelMatrix", "TextureMatrix");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
|
||||
}
|
||||
|
||||
InstancedObjectPass2Shader::InstancedObjectPass2Shader()
|
||||
@@ -865,7 +865,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_object_pass2.frag").c_str());
|
||||
AssignUniforms();
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
|
||||
}
|
||||
|
||||
InstancedObjectRefPass2Shader::InstancedObjectRefPass2Shader()
|
||||
@@ -876,7 +876,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_objectref_pass2.frag").c_str());
|
||||
AssignUniforms();
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
|
||||
}
|
||||
|
||||
DetailledObjectPass2Shader::DetailledObjectPass2Shader()
|
||||
@@ -886,7 +886,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/detailledobject_pass2.frag").c_str());
|
||||
AssignUniforms("ModelMatrix");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail", 5, "SpecMap");
|
||||
}
|
||||
|
||||
InstancedDetailledObjectPass2Shader::InstancedDetailledObjectPass2Shader()
|
||||
@@ -897,7 +897,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_detailledobject_pass2.frag").c_str());
|
||||
AssignUniforms();
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "Detail", 5, "SpecMap");
|
||||
}
|
||||
|
||||
ObjectUnlitShader::ObjectUnlitShader()
|
||||
@@ -926,7 +926,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
|
||||
AssignUniforms("ModelMatrix", "TextureMatrix");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
|
||||
}
|
||||
|
||||
GrassPass2Shader::GrassPass2Shader()
|
||||
@@ -936,7 +936,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/grass_pass2.frag").c_str());
|
||||
AssignUniforms("ModelMatrix", "windDir");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "Albedo", 4, "SpecMap");
|
||||
}
|
||||
|
||||
InstancedGrassPass2Shader::InstancedGrassPass2Shader()
|
||||
@@ -947,7 +947,7 @@ namespace MeshShader
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/instanced_grass_pass2.frag").c_str());
|
||||
AssignUniforms("windDir", "SunDir");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "dtex", 4, "Albedo");
|
||||
AssignSamplerNames(Program, 0, "DiffuseMap", 1, "SpecularMap", 2, "SSAO", 3, "dtex", 4, "Albedo", 5, "SpecMap");
|
||||
}
|
||||
|
||||
SphereMapShader::SphereMapShader()
|
||||
|
||||
@@ -101,31 +101,31 @@ public:
|
||||
InstancedNormalMapShader();
|
||||
};
|
||||
|
||||
class ObjectPass2Shader : public ShaderHelperSingleton<ObjectPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
class ObjectPass2Shader : public ShaderHelperSingleton<ObjectPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
ObjectPass2Shader();
|
||||
};
|
||||
|
||||
class InstancedObjectPass2Shader : public ShaderHelperSingleton<InstancedObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
class InstancedObjectPass2Shader : public ShaderHelperSingleton<InstancedObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedObjectPass2Shader();
|
||||
};
|
||||
|
||||
class InstancedObjectRefPass2Shader : public ShaderHelperSingleton<InstancedObjectRefPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
class InstancedObjectRefPass2Shader : public ShaderHelperSingleton<InstancedObjectRefPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedObjectRefPass2Shader();
|
||||
};
|
||||
|
||||
class DetailledObjectPass2Shader : public ShaderHelperSingleton<DetailledObjectPass2Shader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
class DetailledObjectPass2Shader : public ShaderHelperSingleton<DetailledObjectPass2Shader, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
DetailledObjectPass2Shader();
|
||||
};
|
||||
|
||||
class InstancedDetailledObjectPass2Shader : public ShaderHelperSingleton<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
class InstancedDetailledObjectPass2Shader : public ShaderHelperSingleton<InstancedDetailledObjectPass2Shader>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedDetailledObjectPass2Shader();
|
||||
@@ -143,19 +143,19 @@ public:
|
||||
InstancedObjectUnlitShader();
|
||||
};
|
||||
|
||||
class ObjectRefPass2Shader : public ShaderHelperSingleton<ObjectRefPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
class ObjectRefPass2Shader : public ShaderHelperSingleton<ObjectRefPass2Shader, core::matrix4, core::matrix4>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
ObjectRefPass2Shader();
|
||||
};
|
||||
|
||||
class GrassPass2Shader : public ShaderHelperSingleton<GrassPass2Shader, core::matrix4, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
class GrassPass2Shader : public ShaderHelperSingleton<GrassPass2Shader, core::matrix4, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
GrassPass2Shader();
|
||||
};
|
||||
|
||||
class InstancedGrassPass2Shader : public ShaderHelperSingleton<InstancedGrassPass2Shader, core::vector3df, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Nearest_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
class InstancedGrassPass2Shader : public ShaderHelperSingleton<InstancedGrassPass2Shader, core::vector3df, core::vector3df>, public TextureRead<Nearest_Filtered, Nearest_Filtered, Bilinear_Filtered, Nearest_Filtered, Trilinear_Anisotropic_Filtered, Trilinear_Anisotropic_Filtered>
|
||||
{
|
||||
public:
|
||||
InstancedGrassPass2Shader();
|
||||
|
||||
Reference in New Issue
Block a user