Moved *Detailed* shader into render_geometry, renamed all detailled
to detailed.
This commit is contained in:
parent
77bfa84609
commit
e337b72789
@ -447,6 +447,56 @@ public:
|
||||
}; // InstancedGrassShadowShader
|
||||
|
||||
// ============================================================================
|
||||
class DetailedObjectPass2Shader : public Shader<DetailedObjectPass2Shader,
|
||||
core::matrix4>,
|
||||
public TextureReadNew<ST_NEAREST_FILTERED,
|
||||
ST_NEAREST_FILTERED,
|
||||
ST_BILINEAR_FILTERED,
|
||||
ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
ST_TRILINEAR_ANISOTROPIC_FILTERED >
|
||||
{
|
||||
public:
|
||||
DetailedObjectPass2Shader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
|
||||
GL_FRAGMENT_SHADER, "detailedobject_pass2.frag");
|
||||
assignUniforms("ModelMatrix");
|
||||
assignSamplerNames(m_program, 0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
1, "SpecularMap", ST_NEAREST_FILTERED,
|
||||
2, "SSAO", ST_BILINEAR_FILTERED,
|
||||
3, "Albedo", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
4, "Detail", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
5, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED);
|
||||
} // DetailedObjectPass2Shader
|
||||
}; // DetailedObjectPass2Shader
|
||||
|
||||
// ============================================================================
|
||||
class InstancedDetailedObjectPass2Shader : public Shader<InstancedDetailedObjectPass2Shader>,
|
||||
public TextureReadNew<ST_NEAREST_FILTERED, ST_NEAREST_FILTERED,
|
||||
ST_BILINEAR_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
ST_TRILINEAR_ANISOTROPIC_FILTERED >
|
||||
{
|
||||
public:
|
||||
InstancedDetailedObjectPass2Shader()
|
||||
{
|
||||
loadProgram(OBJECT, GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
|
||||
GL_FRAGMENT_SHADER, "instanced_detailedobject_pass2.frag");
|
||||
assignUniforms();
|
||||
assignSamplerNames(m_program, 0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
1, "SpecularMap", ST_NEAREST_FILTERED,
|
||||
2, "SSAO", ST_BILINEAR_FILTERED,
|
||||
3, "Albedo", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
4, "Detail", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
5, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED);
|
||||
} // InstancedDetailedObjectPass2Shader
|
||||
}; // InstancedDetailedObjectPass2Shader
|
||||
|
||||
// ============================================================================
|
||||
|
||||
|
||||
|
||||
@ -516,12 +566,12 @@ const STK::Tuple<size_t> NormalMat::RSMTextures = STK::Tuple<size_t>(0);
|
||||
struct DetailMat
|
||||
{
|
||||
typedef InstancedObjectPass1Shader InstancedFirstPassShader;
|
||||
typedef MeshShader::InstancedDetailledObjectPass2Shader InstancedSecondPassShader;
|
||||
typedef InstancedDetailedObjectPass2Shader InstancedSecondPassShader;
|
||||
typedef InstancedShadowShader InstancedShadowPassShader;
|
||||
typedef InstancedRSMShader InstancedRSMShader;
|
||||
typedef ListInstancedMatDetails InstancedList;
|
||||
typedef MeshShader::ObjectPass1Shader FirstPassShader;
|
||||
typedef MeshShader::DetailledObjectPass2Shader SecondPassShader;
|
||||
typedef DetailedObjectPass2Shader SecondPassShader;
|
||||
typedef ShadowShader ShadowPassShader;
|
||||
typedef RSMShader RSMShader;
|
||||
typedef ListMatDetails List;
|
||||
|
@ -633,36 +633,6 @@ namespace MeshShader
|
||||
4, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED);
|
||||
}
|
||||
|
||||
DetailledObjectPass2Shader::DetailledObjectPass2Shader()
|
||||
{
|
||||
loadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, "object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
|
||||
GL_FRAGMENT_SHADER, "detailledobject_pass2.frag");
|
||||
assignUniforms("ModelMatrix");
|
||||
assignSamplerNames(m_program, 0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
1, "SpecularMap", ST_NEAREST_FILTERED,
|
||||
2, "SSAO", ST_BILINEAR_FILTERED,
|
||||
3, "Albedo", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
4, "Detail", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
5, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED);
|
||||
}
|
||||
|
||||
InstancedDetailledObjectPass2Shader::InstancedDetailledObjectPass2Shader()
|
||||
{
|
||||
loadProgram(OBJECT,
|
||||
GL_VERTEX_SHADER, "utils/getworldmatrix.vert",
|
||||
GL_VERTEX_SHADER, "instanced_object_pass.vert",
|
||||
GL_FRAGMENT_SHADER, "utils/getLightFactor.frag",
|
||||
GL_FRAGMENT_SHADER, "instanced_detailledobject_pass2.frag");
|
||||
assignUniforms();
|
||||
assignSamplerNames(m_program, 0, "DiffuseMap", ST_NEAREST_FILTERED,
|
||||
1, "SpecularMap", ST_NEAREST_FILTERED,
|
||||
2, "SSAO", ST_BILINEAR_FILTERED,
|
||||
3, "Albedo", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
4, "Detail", ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
5, "SpecMap", ST_TRILINEAR_ANISOTROPIC_FILTERED);
|
||||
}
|
||||
|
||||
ObjectUnlitShader::ObjectUnlitShader()
|
||||
{
|
||||
|
@ -98,24 +98,6 @@ public:
|
||||
InstancedObjectRefPass2Shader();
|
||||
};
|
||||
|
||||
class DetailledObjectPass2Shader : public Shader<DetailledObjectPass2Shader, core::matrix4>,
|
||||
public TextureReadNew<ST_NEAREST_FILTERED, ST_NEAREST_FILTERED, ST_BILINEAR_FILTERED,
|
||||
ST_TRILINEAR_ANISOTROPIC_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
ST_TRILINEAR_ANISOTROPIC_FILTERED>
|
||||
{
|
||||
public:
|
||||
DetailledObjectPass2Shader();
|
||||
};
|
||||
|
||||
class InstancedDetailledObjectPass2Shader : public Shader<InstancedDetailledObjectPass2Shader>,
|
||||
public TextureReadNew<ST_NEAREST_FILTERED, ST_NEAREST_FILTERED, ST_BILINEAR_FILTERED,
|
||||
ST_TRILINEAR_ANISOTROPIC_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED,
|
||||
ST_TRILINEAR_ANISOTROPIC_FILTERED >
|
||||
{
|
||||
public:
|
||||
InstancedDetailledObjectPass2Shader();
|
||||
};
|
||||
|
||||
class ObjectUnlitShader : public Shader<ObjectUnlitShader, core::matrix4, core::matrix4>,
|
||||
public TextureReadNew<ST_NEAREST_FILTERED, ST_NEAREST_FILTERED,
|
||||
ST_BILINEAR_FILTERED, ST_TRILINEAR_ANISOTROPIC_FILTERED >
|
||||
|
Loading…
Reference in New Issue
Block a user