Fixed more conflicts, removed compiler warnings.
This commit is contained in:
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54c7d67b90
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df88a013c2
@ -819,33 +819,13 @@ namespace MeshShader
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glUniform1i(uniform_Albedo, TU_Albedo);
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glUniform1i(uniform_Detail, TU_detail);
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glUseProgram(0);
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<<<<<<< HEAD
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}
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void DetailledObjectPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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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_MVP;
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GLuint ObjectUnlitShader::TU_tex;
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void ObjectUnlitShader::init()
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{
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Program = LoadProgram(
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=======
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}
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void DetailledObjectPass2Shader::setUniforms(const core::matrix4 &ModelMatrix)
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{
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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glUniform2f(uniform_screen, float(UserConfigParams::m_width),
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float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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@ -859,7 +839,6 @@ namespace MeshShader
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void ObjectUnlitShader::init()
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{
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Program = LoadProgram(
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>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
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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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@ -921,61 +900,15 @@ namespace MeshShader
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glUseProgram(0);
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}
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void ObjectRimLimitShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, const core::matrix4 &TextureMatrix)
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void ObjectRimLimitShader::setUniforms(const core::matrix4 &ModelMatrix,
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const core::matrix4 &InverseModelMatrix,
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const core::matrix4 &TextureMatrix)
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{
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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glUniformMatrix4fv(uniform_IMM, 1, GL_FALSE, InverseModelMatrix.pointer());
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glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
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<<<<<<< HEAD
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glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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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_MVP;
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GLuint UntexturedObjectShader::uniform_screen;
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GLuint UntexturedObjectShader::uniform_ambient;
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void UntexturedObjectShader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/untextured_object.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_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
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GLuint uniform_DiffuseMap = glGetUniformLocation(Program, "DiffuseMap");
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GLuint uniform_SpecularMap = glGetUniformLocation(Program, "SpecularMap");
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GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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uniform_screen = glGetUniformLocation(Program, "screen");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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glUseProgram(Program);
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glUniform1i(uniform_DiffuseMap, 0);
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glUniform1i(uniform_SpecularMap, 1);
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glUniform1i(uniform_SSAO, 2);
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glUseProgram(0);
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}
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void UntexturedObjectShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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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_MVP;
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=======
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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glUniform2f(uniform_screen, float(UserConfigParams::m_width),
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float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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@ -1014,7 +947,8 @@ namespace MeshShader
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void UntexturedObjectShader::setUniforms(const core::matrix4 &ModelMatrix)
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{
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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glUniform2f(uniform_screen, float(UserConfigParams::m_width),
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float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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@ -1024,7 +958,6 @@ namespace MeshShader
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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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>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
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GLuint ObjectRefPass2Shader::uniform_TM;
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GLuint ObjectRefPass2Shader::uniform_screen;
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GLuint ObjectRefPass2Shader::uniform_ambient;
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@ -1059,26 +992,13 @@ namespace MeshShader
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glUseProgram(0);
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}
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void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &TextureMatrix)
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void ObjectRefPass2Shader::setUniforms(const core::matrix4 &ModelMatrix,
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const core::matrix4 &TextureMatrix)
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{
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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glUniformMatrix4fv(uniform_TM, 1, GL_FALSE, TextureMatrix.pointer());
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<<<<<<< HEAD
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glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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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_screen;
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GLuint GrassPass2Shader::uniform_ambient;
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GLuint GrassPass2Shader::uniform_windDir;
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=======
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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glUniform2f(uniform_screen, float(UserConfigParams::m_width),
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float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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@ -1091,7 +1011,6 @@ namespace MeshShader
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GLuint GrassPass2Shader::uniform_screen;
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GLuint GrassPass2Shader::uniform_ambient;
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GLuint GrassPass2Shader::uniform_windDir;
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>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
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GLuint GrassPass2Shader::TU_Albedo;
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void GrassPass2Shader::init()
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@ -1121,25 +1040,16 @@ namespace MeshShader
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glUseProgram(0);
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}
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<<<<<<< HEAD
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void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::vector3df &windDirection)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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glUniform3f(uniform_windDir, windDirection.X, windDirection.Y, windDirection.Z);
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}
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=======
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void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::vector3df &windDirection)
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void GrassPass2Shader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix,
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const core::vector3df &windDirection)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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glUniform2f(uniform_screen, float(UserConfigParams::m_width),
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float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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glUniform3f(uniform_windDir, windDirection.X, windDirection.Y, windDirection.Z);
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}
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>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
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GLuint InstancedGrassPass2Shader::Program;
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GLuint InstancedGrassPass2Shader::attrib_position;
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@ -1295,23 +1205,14 @@ namespace MeshShader
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glUseProgram(0);
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}
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<<<<<<< HEAD
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void SplattingShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix)
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{
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glUniformMatrix4fv(uniform_MVP, 1, GL_FALSE, ModelViewProjectionMatrix.pointer());
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glUniform2f(uniform_screen, float(UserConfigParams::m_width), float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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=======
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void SplattingShader::setUniforms(const core::matrix4 &ModelMatrix)
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{
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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glUniform2f(uniform_screen, UserConfigParams::m_width, UserConfigParams::m_height);
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glUniform2f(uniform_screen, float(UserConfigParams::m_width),
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float(UserConfigParams::m_height));
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const video::SColorf s = irr_driver->getSceneManager()->getAmbientLight();
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glUniform3f(uniform_ambient, s.r, s.g, s.b);
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}
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>>>>>>> cbc677febb2646c09ebc13a778ce0bdf4f7a2442
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GLuint CausticsShader::Program;
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GLuint CausticsShader::attrib_position;
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@ -1495,7 +1396,11 @@ namespace MeshShader
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uniform_tex = glGetUniformLocation(Program, "tex");
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}
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void BillboardShader::setUniforms(const core::matrix4 &ModelViewMatrix, const core::matrix4 &ProjectionMatrix, const core::vector3df &Position, const core::dimension2d<float> &size, unsigned TU_tex)
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void BillboardShader::setUniforms(const core::matrix4 &ModelViewMatrix,
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const core::matrix4 &ProjectionMatrix,
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const core::vector3df &Position,
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const core::dimension2d<float> &size,
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unsigned TU_tex)
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{
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glUniformMatrix4fv(uniform_MV, 1, GL_FALSE, ModelViewMatrix.pointer());
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glUniformMatrix4fv(uniform_P, 1, GL_FALSE, ProjectionMatrix.pointer());
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