Merge branch 'master' of github.com:supertuxkart/stk-code

This commit is contained in:
hiker
2014-10-06 09:07:34 +11:00
16 changed files with 100 additions and 77 deletions

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@@ -1,9 +1,11 @@
#ifdef GL_ARB_bindless_texture
layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D Detail;
layout(bindless_sampler) uniform sampler2D SpecMap;
#else
uniform sampler2D Albedo;
uniform sampler2D Detail;
uniform sampler2D SpecMap;
#endif
#if __VERSION__ >= 130
@@ -16,7 +18,7 @@ varying vec2 uv_bis;
#define FragColor gl_FragColor
#endif
vec3 getLightFactor(float specMapValue);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
void main(void)
{
@@ -28,6 +30,6 @@ void main(void)
#endif
vec4 detail = texture(Detail, uv_bis);
color *= detail;
vec3 LightFactor = getLightFactor(1. - color.a);
FragColor = vec4(color.xyz * LightFactor, 1.);
float specmap = texture(SpecMap, uv).g;
FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap), 1.);
}

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@@ -1,9 +1,11 @@
#ifdef GL_ARB_bindless_texture
layout(bindless_sampler) uniform sampler2D Albedo;
layout(bindless_sampler) uniform sampler2D dtex;
layout(bindless_sampler) uniform sampler2D SpecMap;
#else
uniform sampler2D Albedo;
uniform sampler2D dtex;
uniform sampler2D SpecMap;
#endif
uniform vec3 SunDir;
@@ -12,10 +14,18 @@ in vec3 nor;
in vec2 uv;
out vec4 FragColor;
vec3 getLightFactor(float specMapValue);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
void main(void)
{
vec4 color = texture(Albedo, uv);
#ifdef GL_ARB_bindless_texture
#ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2));
#endif
#endif
if (color.a < 0.5) discard;
vec2 texc = gl_FragCoord.xy / screen;
float z = texture(dtex, texc).x;
@@ -30,14 +40,8 @@ void main(void)
float fLdotNBack = max(0., - dot(nor, SunDir) * 0.6 + 0.4);
float scattering = mix(fPowEdotL, fLdotNBack, .5);
float specmap = texture(SpecMap, uv).g;
vec4 color = texture(Albedo, uv);
#ifdef GL_ARB_bindless_texture
#ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2));
#endif
#endif
if (color.a < 0.5) discard;
vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), specmap);
FragColor = vec4(color.xyz * LightFactor, 1.);
}

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@@ -1,22 +1,25 @@
#ifndef GL_ARB_bindless_texture
uniform sampler2D Albedo;
uniform sampler2D Detail;
uniform sampler2D SpecMap;
#endif
#ifdef GL_ARB_bindless_texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
flat in sampler2D thirdhandle;
#endif
in vec2 uv;
in vec2 uv_bis;
out vec4 FragColor;
vec3 getLightFactor(float specMapValue);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
void main(void)
{
#ifdef GL_ARB_bindless_texture
vec4 color = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2));
#endif
@@ -24,8 +27,8 @@ void main(void)
#else
vec4 color = texture(Albedo, uv);
vec4 detail = texture(Detail, uv_bis);
float specmap = texture(SpecMap, uv).g;
#endif
color *= detail;
vec3 LightFactor = getLightFactor(1. - color.a);
FragColor = vec4(color.xyz * LightFactor, 1.);
FragColor = vec4(getLightFactor(color.xyz, vec3(1.), specmap), 1.);
}

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@@ -2,6 +2,7 @@
layout(bindless_sampler) uniform sampler2D dtex;
#else
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
uniform sampler2D dtex;
#endif
@@ -9,15 +10,28 @@ uniform vec3 SunDir;
#ifdef GL_ARB_bindless_texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#endif
in vec3 nor;
in vec2 uv;
out vec4 FragColor;
vec3 getLightFactor(float specMapValue);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
void main(void)
{
#ifdef GL_ARB_bindless_texture
vec4 color = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2));
#endif
#else
vec4 color = texture(Albedo, uv);
float specmap = texture(SpecMap, uv).g;
#endif
if (color.a < 0.5) discard;
vec2 texc = gl_FragCoord.xy / screen;
float z = texture(dtex, texc).x;
@@ -33,15 +47,7 @@ void main(void)
float fLdotNBack = max(0., - dot(nor, SunDir) * 0.6 + 0.4);
float scattering = mix(fPowEdotL, fLdotNBack, .5);
#ifdef GL_ARB_bindless_texture
vec4 color = texture(handle, uv);
#ifdef SRGBBindlessFix
color.xyz = pow(color.xyz, vec3(2.2));
#endif
#else
vec4 color = texture(Albedo, uv);
#endif
if (color.a < 0.5) discard;
vec3 LightFactor = (scattering * 0.3) + getLightFactor(1.);
FragColor = vec4(color.xyz * LightFactor, 1.);
vec3 LightFactor = color.xyz * (scattering * 0.3) + getLightFactor(color.xyz, vec3(1.), specmap);
FragColor = vec4(LightFactor, 1.);
}

View File

@@ -1,27 +1,30 @@
#ifndef GL_ARB_bindless_texture
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
#endif
#ifdef GL_ARB_bindless_texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#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)
{
#ifdef GL_ARB_bindless_texture
vec4 col = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
#else
vec4 col = texture(Albedo, uv);
float specmap = texture(SpecMap, uv).g;
#endif
col.xyz *= pow(color.xyz, vec3(2.2));
vec3 LightFactor = getLightFactor(1.);
FragColor = vec4(col.xyz * LightFactor, 1.);
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap), 1.);
}

View File

@@ -12,7 +12,7 @@ out vec4 FragColor;
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 getLightFactor(float specMapValue);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
void main() {
vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
@@ -29,7 +29,6 @@ void main() {
#else
vec4 detail0 = texture(tex, r.xy / m + .5);
#endif
vec3 LightFactor = getLightFactor(1.);
FragColor = vec4(detail0.xyz * LightFactor, 1.);
FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 0.), 1.);
}

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@@ -1,28 +1,31 @@
#ifndef GL_ARB_bindless_texture
uniform sampler2D Albedo;
uniform sampler2D SpecMap;
#endif
#ifdef GL_ARB_bindless_texture
flat in sampler2D handle;
flat in sampler2D secondhandle;
#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)
{
#ifdef GL_ARB_bindless_texture
vec4 col = texture(handle, uv);
float specmap = texture(secondhandle, uv).g;
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
#else
vec4 col = texture(Albedo, uv);
float specmap = texture(SpecMap, uv).g;
#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.);
FragColor = vec4(getLightFactor(col.xyz, vec3(1.), specmap), 1.);
}

View File

@@ -1,14 +1,16 @@
#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)
{
@@ -21,6 +23,6 @@ void main(void)
vec4 col = texture(Albedo, uv);
#endif
col.xyz *= pow(color.xyz, vec3(2.2));
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.);
}

View File

@@ -15,7 +15,7 @@ varying vec3 nor;
#endif
vec4 getPosFromUVDepth(vec3 uvDepth, mat4 InverseProjectionMatrix);
vec3 getLightFactor(float specMapValue);
vec3 getLightFactor(vec3 diffuseMatColor, vec3 specularMatColor, float specMapValue);
void main() {
vec3 texc = gl_FragCoord.xyz / vec3(screen, 1.);
@@ -30,7 +30,6 @@ void main() {
detail0.xyz = pow(detail0.xyz, vec3(2.2));
#endif
#endif
vec3 LightFactor = getLightFactor(1.);
FragColor = vec4(detail0.xyz * LightFactor, 1.);
FragColor = vec4(getLightFactor(detail0.xyz, vec3(1.), 0.), 1.);
}

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@@ -1,14 +1,16 @@
#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.);
}

View File

@@ -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.);
}

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@@ -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;
}

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@@ -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();

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@@ -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())
{

View File

@@ -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()

View File

@@ -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();