Fix errors when compiling shaders with UBOs disabled
This commit is contained in:
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ebcce3da32
commit
f4992b80fc
@ -5,6 +5,7 @@ uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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uniform vec2 screen;
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#else
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layout (std140) uniform MatrixesData
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{
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@ -7,6 +7,7 @@ uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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uniform vec2 screen;
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#else
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layout (std140) uniform MatrixesData
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{
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@ -3,6 +3,7 @@ uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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uniform vec2 screen;
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#else
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layout (std140) uniform MatrixesData
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{
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@ -9,6 +9,7 @@ uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 InverseViewMatrix;
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uniform mat4 InverseProjectionMatrix;
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uniform vec2 screen;
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#else
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layout (std140) uniform MatrixesData
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{
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@ -273,8 +273,6 @@ void Shaders::loadShaders()
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FullScreenShader::Gaussian17TapVShader::init();
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FullScreenShader::Gaussian6HBlurShader::init();
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FullScreenShader::Gaussian6VBlurShader::init();
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FullScreenShader::PenumbraHShader::init();
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FullScreenShader::PenumbraVShader::init();
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FullScreenShader::GlowShader::init();
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FullScreenShader::PassThroughShader::init();
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FullScreenShader::LinearizeDepthShader::init();
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@ -394,8 +392,11 @@ namespace UtilShader
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glEnableVertexAttribArray(attrib_position);
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glVertexAttribPointer(attrib_position, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), 0);
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uniform_color = glGetUniformLocation(Program, "color");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void ColoredLine::setUniforms(const irr::video::SColor &col)
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@ -429,8 +430,11 @@ namespace MeshShader
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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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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void ObjectPass1Shader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_tex)
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@ -464,8 +468,11 @@ namespace MeshShader
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uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
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uniform_TM = glGetUniformLocation(Program, "TextureMatrix");
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uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void ObjectRefPass1Shader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, const core::matrix4 &TextureMatrix, unsigned TU_tex)
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@ -536,8 +543,11 @@ namespace MeshShader
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uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
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uniform_normalMap = glGetUniformLocation(Program, "normalMap");
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uniform_DiffuseForAlpha = glGetUniformLocation(Program, "DiffuseForAlpha");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void NormalMapShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_normalMap, unsigned TU_uniform_DiffuseForAlpha)
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@ -573,8 +583,11 @@ namespace MeshShader
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void InstancedObjectPass1Shader::setUniforms(unsigned TU_tex)
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@ -607,8 +620,11 @@ namespace MeshShader
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attrib_normal = glGetAttribLocation(Program, "Normal");
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void InstancedObjectRefPass1Shader::setUniforms(unsigned TU_tex)
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@ -645,8 +661,11 @@ namespace MeshShader
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attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
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uniform_windDir = glGetUniformLocation(Program, "windDir");
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uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void InstancedGrassPass1Shader::setUniforms(const core::vector3df &windDir, unsigned TU_tex)
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@ -682,8 +701,11 @@ namespace MeshShader
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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_ambient = glGetUniformLocation(Program, "ambient");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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TU_Albedo = 3;
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glUseProgram(Program);
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@ -743,8 +765,11 @@ namespace MeshShader
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glUniform1i(uniform_Albedo, TU_Albedo);
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glUseProgram(0);
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void InstancedObjectPass2Shader::setUniforms(const core::matrix4 &ViewProjectionMatrix, const core::matrix4 &TextureMatrix)
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@ -873,8 +898,11 @@ namespace MeshShader
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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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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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TU_tex = 3;
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glUseProgram(Program);
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@ -916,8 +944,11 @@ namespace MeshShader
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GLuint uniform_SSAO = glGetUniformLocation(Program, "SSAO");
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uniform_ambient = glGetUniformLocation(Program, "ambient");
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GLuint uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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TU_Albedo = 3;
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glUseProgram(Program);
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@ -960,8 +991,11 @@ namespace MeshShader
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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_ambient = glGetUniformLocation(Program, "ambient");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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glUseProgram(Program);
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glUniform1i(uniform_DiffuseMap, 0);
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@ -1004,8 +1038,11 @@ namespace MeshShader
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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_ambient = glGetUniformLocation(Program, "ambient");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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TU_Albedo = 3;
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glUseProgram(Program);
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@ -1160,8 +1197,11 @@ namespace MeshShader
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
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GLuint uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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TU_tex = 3;
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glUseProgram(Program);
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@ -1319,8 +1359,11 @@ namespace MeshShader
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uniform_start = glGetUniformLocation(Program, "start");
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uniform_end = glGetUniformLocation(Program, "end");
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uniform_col = glGetUniformLocation(Program, "col");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void TransparentFogShader::setUniforms(const core::matrix4 &ModelViewProjectionMatrix, const core::matrix4 &TextureMatrix, float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, const core::vector3df &campos, unsigned TU_tex)
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@ -1385,8 +1428,11 @@ namespace MeshShader
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attrib_position = glGetAttribLocation(Program, "Position");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_col = glGetUniformLocation(Program, "col");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void ColorizeShader::setUniforms(const core::matrix4 &ModelMatrix, float r, float g, float b)
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@ -1669,8 +1715,11 @@ namespace MeshShader
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attrib_position = glGetAttribLocation(Program, "Position");
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_tex = glGetUniformLocation(Program, "tex");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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glGenVertexArrays(1, &cubevao);
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glBindVertexArray(cubevao);
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@ -2090,8 +2139,11 @@ namespace FullScreenShader
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uniform_direction = glGetUniformLocation(Program, "direction");
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uniform_col = glGetUniformLocation(Program, "col");
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vao = createVAO(Program);
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void SunLightShader::setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex)
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@ -2157,8 +2209,11 @@ namespace FullScreenShader
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uniform_direction = glGetUniformLocation(Program, "direction");
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uniform_col = glGetUniformLocation(Program, "col");
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vao = createVAO(Program);
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void ShadowedSunLightShader::setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex)
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@ -2193,8 +2248,11 @@ namespace FullScreenShader
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uniform_direction = glGetUniformLocation(Program, "direction");
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uniform_col = glGetUniformLocation(Program, "col");
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vao = createVAO(Program);
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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if (!UserConfigParams::m_ubo_disabled)
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{
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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}
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void ShadowedSunLightDebugShader::setUniforms(const core::vector3df &direction, float r, float g, float b, unsigned TU_ntex, unsigned TU_dtex, unsigned TU_shadowtex)
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@ -2292,46 +2350,6 @@ namespace FullScreenShader
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vao = createVAO(Program);
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}
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GLuint PenumbraHShader::Program;
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GLuint PenumbraHShader::uniform_tex;
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GLuint PenumbraHShader::uniform_pixel;
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GLuint PenumbraHShader::vao;
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void PenumbraHShader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/penumbrah.frag").c_str());
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uniform_tex = glGetUniformLocation(Program, "tex");
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uniform_pixel = glGetUniformLocation(Program, "pixel");
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vao = createVAO(Program);
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}
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void PenumbraHShader::setUniforms(const core::vector2df &pixels, GLuint TU_tex)
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{
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glUniform2f(uniform_pixel, pixels.X, pixels.Y);
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glUniform1i(uniform_tex, TU_tex);
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}
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GLuint PenumbraVShader::Program;
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GLuint PenumbraVShader::uniform_tex;
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GLuint PenumbraVShader::uniform_pixel;
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GLuint PenumbraVShader::vao;
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void PenumbraVShader::init()
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{
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Program = LoadProgram(
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GL_VERTEX_SHADER, file_manager->getAsset("shaders/screenquad.vert").c_str(),
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GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/penumbrav.frag").c_str());
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uniform_tex = glGetUniformLocation(Program, "tex");
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uniform_pixel = glGetUniformLocation(Program, "pixel");
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vao = createVAO(Program);
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}
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void PenumbraVShader::setUniforms(const core::vector2df &pixels, GLuint TU_tex)
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{
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glUniform2f(uniform_pixel, pixels.X, pixels.Y);
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glUniform1i(uniform_tex, TU_tex);
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}
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GLuint ShadowGenShader::Program;
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GLuint ShadowGenShader::uniform_halft;
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GLuint ShadowGenShader::uniform_quarter;
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@ -2422,8 +2440,11 @@ namespace FullScreenShader
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uniform_noise_texture = glGetUniformLocation(Program, "noise_texture");
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uniform_samplePoints = glGetUniformLocation(Program, "samplePoints[0]");
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vao = createVAO(Program);
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
if (!UserConfigParams::m_ubo_disabled)
|
||||
{
|
||||
GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
|
||||
glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
|
||||
}
|
||||
|
||||
// SSAOSamples[4 * i] and SSAOSamples[4 * i + 1] can be negative
|
||||
|
||||
@ -2573,8 +2594,11 @@ namespace FullScreenShader
|
||||
uniform_end = glGetUniformLocation(Program, "end");
|
||||
uniform_col = glGetUniformLocation(Program, "col");
|
||||
vao = createVAO(Program);
|
||||
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 FogShader::setUniforms(float fogmax, float startH, float endH, float start, float end, const core::vector3df &col, unsigned TU_ntex)
|
||||
|
Loading…
Reference in New Issue
Block a user