texture2D is deprecated, use texture instead
This commit is contained in:
parent
496146b617
commit
fb6649eaad
@ -7,7 +7,7 @@ in vec2 uv;
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void main()
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{
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vec3 weights = vec3(0.2126, 0.7152, 0.0722); // ITU-R BT. 709
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vec3 col = texture2D(tex, uv).xyz;
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vec3 col = texture(tex, uv).xyz;
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float luma = dot(weights, col);
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col *= smoothstep(low, 0.9, luma);
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@ -5,7 +5,7 @@ in vec2 uv;
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void main()
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{
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vec4 col = texture2D(tex, uv);
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vec4 col = texture(tex, uv);
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col.xyz *= 10.0 * col.a;
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@ -4,7 +4,7 @@ uniform sampler2D tex;
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void main()
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{
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vec4 col = texture2D(tex, gl_TexCoord[0].xy);
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vec4 col = texture(tex, gl_TexCoord[0].xy);
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if (col.a < 0.5)
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discard;
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@ -21,6 +21,6 @@ in vec2 uv;
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void main()
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{
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gl_FragColor = texture2D(tex, uv);
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gl_FragColor = texture(tex, uv);
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gl_FragColor.a *= transparency;
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}
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@ -8,9 +8,9 @@ void main()
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{
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vec2 tc = gl_TexCoord[0].xy;
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vec3 col = texture2D(tex, tc).xyz;
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float caustic = texture2D(caustictex, tc + dir).x;
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float caustic2 = texture2D(caustictex, (tc.yx + dir2 * vec2(-0.6, 0.3)) * vec2(0.6)).x;
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vec3 col = texture(tex, tc).xyz;
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float caustic = texture(caustictex, tc + dir).x;
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float caustic2 = texture(caustictex, (tc.yx + dir2 * vec2(-0.6, 0.3)) * vec2(0.6)).x;
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col += caustic * caustic2 * 10.0;
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@ -14,13 +14,13 @@ void main()
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for (int i = 0; i < size; i++)
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{
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float col = texture2D(tex, tc).x;
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float col = texture(tex, tc).x;
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res = max(col, res);
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tc += pixel;
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}
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float old = texture2D(oldtex, gl_TexCoord[0].xy).x;
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float old = texture(oldtex, gl_TexCoord[0].xy).x;
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gl_FragColor = vec4(mix(old, res, 0.7));
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}
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@ -11,7 +11,7 @@ void main()
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//texc.y = 1.0 - texc.y;
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vec4 col = texture2D(tex, texc);
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vec4 col = texture(tex, texc);
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//col = col / (1 - col);
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@ -4,7 +4,7 @@ uniform sampler2D tex;
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void main()
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{
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float alpha = texture2D(tex, gl_TexCoord[0].xy).a;
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float alpha = texture(tex, gl_TexCoord[0].xy).a;
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if (alpha < 0.5)
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discard;
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@ -1,11 +1,11 @@
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#version 130
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uniform sampler2D texture;
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uniform sampler2D tex;
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in vec2 uv;
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in vec4 col;
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void main()
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{
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vec4 res = texture2D(texture, uv);
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vec4 res = texture(tex, uv);
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gl_FragColor = vec4(res.xyz * col.xyz, res.a);
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}
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@ -15,8 +15,8 @@ void main()
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vec4 col = vec4(0.0);
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const float maxlen = 0.02;
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float horiz = texture2D(tex, tc + dir).x;
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float vert = texture2D(tex, (tc.yx + dir2) * vec2(0.9)).x;
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float horiz = texture(tex, tc + dir).x;
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float vert = texture(tex, (tc.yx + dir2) * vec2(0.9)).x;
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vec2 offset = vec2(horiz, vert);
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offset *= 2.0;
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@ -14,7 +14,7 @@ in vec2 uv;
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void main()
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{
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float z = texture2D(tex, uv).a;
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float z = texture(tex, uv).a;
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vec3 tmp = vec3(gl_TexCoord[0].xy, z);
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tmp = tmp * 2.0 - 1.0;
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@ -12,11 +12,11 @@ void main()
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float X = uv.x;
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float Y = uv.y;
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sum += texture2D(tex, vec2(X - 3.0 * pixel.x, Y)) * 0.03125;
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sum += texture2D(tex, vec2(X - 1.3333 * pixel.x, Y)) * 0.328125;
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sum += texture2D(tex, vec2(X, Y)) * 0.273438;
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sum += texture2D(tex, vec2(X + 1.3333 * pixel.x, Y)) * 0.328125;
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sum += texture2D(tex, vec2(X + 3.0 * pixel.x, Y)) * 0.03125;
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sum += texture(tex, vec2(X - 3.0 * pixel.x, Y)) * 0.03125;
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sum += texture(tex, vec2(X - 1.3333 * pixel.x, Y)) * 0.328125;
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sum += texture(tex, vec2(X, Y)) * 0.273438;
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sum += texture(tex, vec2(X + 1.3333 * pixel.x, Y)) * 0.328125;
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sum += texture(tex, vec2(X + 3.0 * pixel.x, Y)) * 0.03125;
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gl_FragColor = sum;
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}
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@ -12,11 +12,11 @@ void main()
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float X = uv.x;
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float Y = uv.y;
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sum += texture2D(tex, vec2(X, Y - 3.0 * pixel.y)) * 0.03125;
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sum += texture2D(tex, vec2(X, Y - 1.3333 * pixel.y)) * 0.328125;
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sum += texture2D(tex, vec2(X, Y)) * 0.273438;
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sum += texture2D(tex, vec2(X, Y + 1.3333 * pixel.y)) * 0.328125;
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sum += texture2D(tex, vec2(X, Y + 3.0 * pixel.y)) * 0.03125;
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sum += texture(tex, vec2(X, Y - 3.0 * pixel.y)) * 0.03125;
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sum += texture(tex, vec2(X, Y - 1.3333 * pixel.y)) * 0.328125;
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sum += texture(tex, vec2(X, Y)) * 0.273438;
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sum += texture(tex, vec2(X, Y + 1.3333 * pixel.y)) * 0.328125;
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sum += texture(tex, vec2(X, Y + 3.0 * pixel.y)) * 0.03125;
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gl_FragColor = sum;
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}
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@ -12,13 +12,13 @@ void main()
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float X = uv.x;
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float Y = uv.y;
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sum += texture2D(tex, vec2(X - 5.13333 * pixel.x, Y)) * 0.00640869;
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sum += texture2D(tex, vec2(X - 3.26667 * pixel.x, Y)) * 0.083313;
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sum += texture2D(tex, vec2(X - 1.4 * pixel.x, Y)) * 0.305481;
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sum += texture2D(tex, vec2(X, Y)) * 0.209473;
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sum += texture2D(tex, vec2(X + 1.4 * pixel.x, Y)) * 0.305481;
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sum += texture2D(tex, vec2(X + 3.26667 * pixel.x, Y)) * 0.083313;
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sum += texture2D(tex, vec2(X + 5.13333 * pixel.x, Y)) * 0.00640869;
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sum += texture(tex, vec2(X - 5.13333 * pixel.x, Y)) * 0.00640869;
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sum += texture(tex, vec2(X - 3.26667 * pixel.x, Y)) * 0.083313;
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sum += texture(tex, vec2(X - 1.4 * pixel.x, Y)) * 0.305481;
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sum += texture(tex, vec2(X, Y)) * 0.209473;
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sum += texture(tex, vec2(X + 1.4 * pixel.x, Y)) * 0.305481;
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sum += texture(tex, vec2(X + 3.26667 * pixel.x, Y)) * 0.083313;
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sum += texture(tex, vec2(X + 5.13333 * pixel.x, Y)) * 0.00640869;
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gl_FragColor = sum;
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}
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@ -12,13 +12,13 @@ void main()
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float X = uv.x;
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float Y = uv.y;
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sum += texture2D(tex, vec2(X, Y - 5.13333 * pixel.y)) * 0.00640869;
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sum += texture2D(tex, vec2(X, Y - 3.26667 * pixel.y)) * 0.083313;
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sum += texture2D(tex, vec2(X, Y - 1.4 * pixel.y)) * 0.305481;
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sum += texture2D(tex, vec2(X, Y)) * 0.209473;
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sum += texture2D(tex, vec2(X, Y + 1.4 * pixel.y)) * 0.305481;
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sum += texture2D(tex, vec2(X, Y + 3.26667 * pixel.y)) * 0.083313;
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sum += texture2D(tex, vec2(X, Y + 5.13333 * pixel.y)) * 0.00640869;
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sum += texture(tex, vec2(X, Y - 5.13333 * pixel.y)) * 0.00640869;
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sum += texture(tex, vec2(X, Y - 3.26667 * pixel.y)) * 0.083313;
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sum += texture(tex, vec2(X, Y - 1.4 * pixel.y)) * 0.305481;
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sum += texture(tex, vec2(X, Y)) * 0.209473;
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sum += texture(tex, vec2(X, Y + 1.4 * pixel.y)) * 0.305481;
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sum += texture(tex, vec2(X, Y + 3.26667 * pixel.y)) * 0.083313;
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sum += texture(tex, vec2(X, Y + 5.13333 * pixel.y)) * 0.00640869;
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gl_FragColor = sum;
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}
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@ -7,7 +7,7 @@ void main()
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{
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vec2 coords = uv;
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vec4 col = texture2D(tex, coords);
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vec4 col = texture(tex, coords);
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float alpha = col.a;
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if (alpha < 0.04 || length(col.xyz) < 0.2) discard;
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@ -4,7 +4,7 @@ uniform vec3 col;
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void main()
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{
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vec4 res = texture2D(tex, gl_TexCoord[0].xy);
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vec4 res = texture(tex, gl_TexCoord[0].xy);
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// Keep the sun fully bright, but fade the sky
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float mul = distance(res.xyz, col);
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@ -15,12 +15,12 @@ void main()
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vec2 dist = tosun * 1.0/(float(SAMPLES) * 1.12);
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vec3 col = texture2D(tex, texc).xyz;
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vec3 col = texture(tex, texc).xyz;
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float decay = 1.0;
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for (int i = 0; i < SAMPLES; i++) {
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texc += dist;
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vec3 here = texture2D(tex, texc).xyz;
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vec3 here = texture(tex, texc).xyz;
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here *= decay;
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col += here;
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decay *= decaystep;
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@ -8,7 +8,7 @@ in vec2 uv;
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void main()
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{
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gl_FragData[0] = texture2D(tex, uv);
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gl_FragData[0] = texture(tex, uv);
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gl_FragData[1] = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
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gl_FragData[2] = vec4(0.);
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}
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@ -30,7 +30,7 @@ noperspective in vec3 normal;
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void main()
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{
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float inter = dot(normal, eyeVec);
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float m = texture2D(tex, vec2(0.5, uv.y)).r;
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float m = texture(tex, vec2(0.5, uv.y)).r;
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inter = 1.0 - inter;
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float alpha = inter + 1.0;// * m;
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@ -32,7 +32,7 @@ noperspective in vec3 normal;
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void main()
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{
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float inter = dot(normal, eyeVec);
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float m = texture2D(tex, vec2(0.5, uv.y)).r;
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float m = texture(tex, vec2(0.5, uv.y)).r;
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float alpha = inter * inter * inter * inter * m;
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gl_FragColor = vec4(1.0, 1.0, 0.8, alpha);
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@ -11,10 +11,10 @@ void main()
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{
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vec2 texc = uv;
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vec3 diffuse = texture2D(diffuse, texc).xyz;
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vec3 spec = texture2D(specular, texc).xyz;
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float specmap = texture2D(specular_map, texc).x;
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float ao = texture2D(ambient_occlusion, texc).x;
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vec3 diffuse = texture(diffuse, texc).xyz;
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vec3 spec = texture(specular, texc).xyz;
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float specmap = texture(specular_map, texc).x;
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float ao = texture(ambient_occlusion, texc).x;
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gl_FragColor = vec4(diffuse + spec * specmap + ao * ambient, 1.0);
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}
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@ -44,7 +44,7 @@ void main() {
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float mixer = fract(mip);
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vec4 mixcol = mix(levels[lowmip], levels[highmip], mixer);
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vec4 tcol = texture2D(tex, gl_TexCoord[0].xy);
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vec4 tcol = texture(tex, gl_TexCoord[0].xy);
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vec3 col = mix(tcol.xyz, mixcol.xyz, mixcol.a);
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@ -77,7 +77,7 @@ vec2 Area(vec2 distance, float e1, float e2) {
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void main() {
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vec4 areas = vec4(0.0);
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vec2 e = texture2D(edgesMap, gl_TexCoord[0].xy).rg;
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vec2 e = texture(edgesMap, gl_TexCoord[0].xy).rg;
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if (e.g != 0.0) { // Edge at north
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@ -11,11 +11,11 @@ void main() {
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/**
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* Luma calculation requires gamma-corrected colors:
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*/
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float L = dot(texture2D(colorMapG, uv).rgb, weights);
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float Lleft = dot(texture2D(colorMapG, offset[0].xy).rgb, weights);
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float Ltop = dot(texture2D(colorMapG, offset[0].zw).rgb, weights);
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float Lright = dot(texture2D(colorMapG, offset[1].xy).rgb, weights);
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float Lbottom = dot(texture2D(colorMapG, offset[1].zw).rgb, weights);
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float L = dot(texture(colorMapG, uv).rgb, weights);
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float Lleft = dot(texture(colorMapG, offset[0].xy).rgb, weights);
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float Ltop = dot(texture(colorMapG, offset[0].zw).rgb, weights);
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float Lright = dot(texture(colorMapG, offset[1].xy).rgb, weights);
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float Lbottom = dot(texture(colorMapG, offset[1].zw).rgb, weights);
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vec4 delta = abs(vec4(L) - vec4(Lleft, Ltop, Lright, Lbottom));
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vec4 edges = step(vec4(threshold), delta);
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@ -7,9 +7,9 @@ uniform sampler2D colorMap;
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void main() {
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// Fetch the blending weights for current pixel:
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vec4 topLeft = texture2D(blendMap, uv);
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float bottom = texture2D(blendMap, offset[1].zw).g;
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float right = texture2D(blendMap, offset[1].xy).a;
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vec4 topLeft = texture(blendMap, uv);
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float bottom = texture(blendMap, offset[1].zw).g;
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float right = texture(blendMap, offset[1].xy).a;
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vec4 a = vec4(topLeft.r, bottom, topLeft.b, right);
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// Up to 4 lines can be crossing a pixel (one in each edge). So, we perform
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@ -25,11 +25,11 @@ void main() {
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vec4 color = vec4(0.0);
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// Add the contributions of the possible 4 lines that can cross this pixel:
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vec4 C = texture2D(colorMap, uv);
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vec4 Cleft = texture2D(colorMap, offset[0].xy);
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vec4 Ctop = texture2D(colorMap, offset[0].zw);
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vec4 Cright = texture2D(colorMap, offset[1].xy);
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vec4 Cbottom = texture2D(colorMap, offset[1].zw);
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vec4 C = texture(colorMap, uv);
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vec4 Cleft = texture(colorMap, offset[0].xy);
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vec4 Ctop = texture(colorMap, offset[0].zw);
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vec4 Cright = texture(colorMap, offset[1].xy);
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vec4 Cbottom = texture(colorMap, offset[1].zw);
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color = mix(C, Ctop, a.r) * w.r + color;
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color = mix(C, Cbottom, a.g) * w.g + color;
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color = mix(C, Cleft, a.b) * w.b + color;
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@ -49,7 +49,7 @@ void main()
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vec2 texcoords = gl_TexCoord[0].st;
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// Sample the color buffer
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vec3 color = texture2D(color_buffer, texcoords).rgb;
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vec3 color = texture(color_buffer, texcoords).rgb;
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// Compute the blur direction.
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// IMPORTANT: we don't normalize it so that it avoids a glitch around 'center',
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@ -74,7 +74,7 @@ void main()
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vec2 blur_texcoords = texcoords + inc_vec;
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for(int i=1 ; i < NB_SAMPLES ; i++)
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{
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color += texture2D(color_buffer, blur_texcoords).rgb;
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color += texture(color_buffer, blur_texcoords).rgb;
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blur_texcoords += inc_vec;
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}
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color /= vec3(NB_SAMPLES);
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@ -4,8 +4,8 @@ uniform sampler2D tex2;
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void main()
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{
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vec4 col1 = texture2D(tex1, gl_TexCoord[0].xy);
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vec4 col2 = vec4(vec3(texture2D(tex2, gl_TexCoord[0].xy).x), 1.0);
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vec4 col1 = texture(tex1, gl_TexCoord[0].xy);
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vec4 col2 = vec4(vec3(texture(tex2, gl_TexCoord[0].xy).x), 1.0);
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gl_FragColor = col1 * col2;
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}
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@ -8,7 +8,7 @@ in vec2 uv;
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void main()
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{
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// normal in Tangent Space
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vec3 TS_normal = 2.0 * texture2D (normalMap, uv).rgb - 1.0;
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vec3 TS_normal = 2.0 * texture (normalMap, uv).rgb - 1.0;
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// Because of interpolation, we need to renormalize
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vec3 Frag_tangent = normalize(tangent);
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vec3 Frag_normal = normalize(cross(Frag_tangent, bitangent));
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@ -10,10 +10,10 @@ in vec2 uv;
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void main(void)
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{
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vec2 tc = gl_FragCoord.xy / screen;
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vec4 color = texture2D(Albedo, uv);
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vec3 DiffuseComponent = texture2D(DiffuseMap, tc).xyz;
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vec3 SpecularComponent = texture2D(SpecularMap, tc).xyz;
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float ao = texture2D(SSAO, tc).x;
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vec4 color = texture(Albedo, uv);
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
|
||||
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
|
||||
float ao = texture(SSAO, tc).x;
|
||||
vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent * (1. - color.a);
|
||||
gl_FragColor = vec4(color.xyz * LightFactor, 1.);
|
||||
}
|
||||
|
@ -14,11 +14,11 @@ void main() {
|
||||
vec4 col;
|
||||
|
||||
if (haslightmap != 0) {
|
||||
light = texture2D(lighttex, uv1);
|
||||
light = texture(lighttex, uv1);
|
||||
}
|
||||
|
||||
if (hastex != 0)
|
||||
col = texture2D(tex, uv0) * light;
|
||||
col = texture(tex, uv0) * light;
|
||||
else
|
||||
col = color;
|
||||
|
||||
|
@ -10,7 +10,7 @@ in vec2 uv1;
|
||||
void main() {
|
||||
|
||||
//if (hastex != 0) {
|
||||
vec4 col = texture2D(tex, uv0);
|
||||
vec4 col = texture(tex, uv0);
|
||||
|
||||
if (col.a < 0.5)
|
||||
discard;
|
||||
|
@ -13,7 +13,7 @@ void main() {
|
||||
vec4 color;
|
||||
|
||||
if (hastex != 0) {
|
||||
vec4 col = texture2D(tex, gl_TexCoord[0].xy);
|
||||
vec4 col = texture(tex, gl_TexCoord[0].xy);
|
||||
|
||||
if (col.a < 0.1)
|
||||
discard;
|
||||
|
@ -15,7 +15,7 @@ void main() {
|
||||
vec3 normal_y = normalize(vec3(0.0, nor.y, nor.z));
|
||||
float sin_theta_y = length(cross( forward, normal_y )) * nor.y / abs(nor.y);
|
||||
|
||||
vec4 detail0 = texture2D(tex, 0.5 * vec2(sin_theta_x, sin_theta_y) + 0.5);
|
||||
vec4 detail0 = texture(tex, 0.5 * vec2(sin_theta_x, sin_theta_y) + 0.5);
|
||||
|
||||
gl_FragColor = vec4(detail0.xyz, 1.);
|
||||
}
|
||||
|
@ -5,7 +5,7 @@ noperspective in vec3 nor;
|
||||
in vec2 uv;
|
||||
|
||||
void main() {
|
||||
vec4 col = texture2D(tex, uv);
|
||||
vec4 col = texture(tex, uv);
|
||||
if (col.a < 0.5)
|
||||
discard;
|
||||
gl_FragColor = vec4(0.5 * normalize(nor) + 0.5, gl_FragCoord.z);
|
||||
|
@ -9,12 +9,12 @@ in vec2 uv;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 color = texture2D(Albedo, uv);
|
||||
vec4 color = texture(Albedo, uv);
|
||||
if (color.a < 0.5) discard;
|
||||
vec2 tc = gl_FragCoord.xy / screen;
|
||||
vec3 DiffuseComponent = texture2D(DiffuseMap, tc).xyz;
|
||||
vec3 SpecularComponent = texture2D(SpecularMap, tc).xyz;
|
||||
float ao = texture2D(SSAO, tc).x;
|
||||
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
|
||||
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
|
||||
float ao = texture(SSAO, tc).x;
|
||||
vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent;
|
||||
gl_FragColor = vec4(color.xyz * LightFactor, 1.);
|
||||
}
|
||||
|
@ -1,5 +1,5 @@
|
||||
#version 130
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D tex;
|
||||
uniform sampler2D normals_and_depth;
|
||||
uniform mat4 invproj;
|
||||
uniform vec2 screen;
|
||||
@ -13,13 +13,13 @@ void main(void)
|
||||
{
|
||||
vec2 xy = gl_FragCoord.xy / screen;
|
||||
float FragZ = gl_FragCoord.z;
|
||||
float EnvZ = texture2D(normals_and_depth, xy).a;
|
||||
float EnvZ = texture(normals_and_depth, xy).a;
|
||||
vec4 FragmentPos = invproj * (2. * vec4(xy, FragZ, 1.0) - 1.);
|
||||
FragmentPos /= FragmentPos.w;
|
||||
vec4 EnvPos = invproj * (2. * vec4(xy, EnvZ, 1.0) - 1.);
|
||||
EnvPos /= EnvPos.w;
|
||||
float len = dot(vec3(1.0), abs(texture2D(normals_and_depth, xy).xyz));
|
||||
float len = dot(vec3(1.0), abs(texture(normals_and_depth, xy).xyz));
|
||||
float alpha = (len < 0.2) ? 1. : clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
|
||||
color = texture2D(texture, tc);
|
||||
color = texture(tex, tc);
|
||||
color.a *= alpha * smoothstep(1., 0.8, lf);
|
||||
}
|
||||
|
@ -3,5 +3,5 @@ uniform sampler2D tex;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = texture2D(tex, gl_TexCoord[0].xy);
|
||||
gl_FragColor = texture(tex, gl_TexCoord[0].xy);
|
||||
}
|
||||
|
@ -13,37 +13,37 @@ void main()
|
||||
float width = 0.0;
|
||||
float zsum = 0.00001;
|
||||
|
||||
tmp = texture2D(tex, vec2(X - 5.13333 * pixel.x, Y));
|
||||
tmp = texture(tex, vec2(X - 5.13333 * pixel.x, Y));
|
||||
sum += tmp.x * 0.00640869;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X - 3.26667 * pixel.x, Y));
|
||||
tmp = texture(tex, vec2(X - 3.26667 * pixel.x, Y));
|
||||
sum += tmp.x * 0.083313;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X - 1.4 * pixel.x, Y));
|
||||
tmp = texture(tex, vec2(X - 1.4 * pixel.x, Y));
|
||||
sum += tmp.x * 0.305481;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X, Y));
|
||||
tmp = texture(tex, vec2(X, Y));
|
||||
sum += tmp.x * 0.209473;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X + 1.4 * pixel.x, Y));
|
||||
tmp = texture(tex, vec2(X + 1.4 * pixel.x, Y));
|
||||
sum += tmp.x * 0.305481;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X + 3.26667 * pixel.x, Y));
|
||||
tmp = texture(tex, vec2(X + 3.26667 * pixel.x, Y));
|
||||
sum += tmp.x * 0.083313;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X + 5.13333 * pixel.x, Y));
|
||||
tmp = texture(tex, vec2(X + 5.13333 * pixel.x, Y));
|
||||
sum += tmp.x * 0.00640869;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
@ -13,37 +13,37 @@ void main()
|
||||
float width = 0.0;
|
||||
float zsum = 0.00001;
|
||||
|
||||
tmp = texture2D(tex, vec2(X, Y - 5.13333 * pixel.y));
|
||||
tmp = texture(tex, vec2(X, Y - 5.13333 * pixel.y));
|
||||
sum += tmp.x * 0.00640869;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X, Y - 3.26667 * pixel.y));
|
||||
tmp = texture(tex, vec2(X, Y - 3.26667 * pixel.y));
|
||||
sum += tmp.x * 0.083313;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X, Y - 1.4 * pixel.y));
|
||||
tmp = texture(tex, vec2(X, Y - 1.4 * pixel.y));
|
||||
sum += tmp.x * 0.305481;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X, Y));
|
||||
tmp = texture(tex, vec2(X, Y));
|
||||
sum += tmp.x * 0.209473;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X, Y + 1.4 * pixel.y));
|
||||
tmp = texture(tex, vec2(X, Y + 1.4 * pixel.y));
|
||||
sum += tmp.x * 0.305481;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X, Y + 3.26667 * pixel.y));
|
||||
tmp = texture(tex, vec2(X, Y + 3.26667 * pixel.y));
|
||||
sum += tmp.x * 0.083313;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
||||
tmp = texture2D(tex, vec2(X, Y + 5.13333 * pixel.y));
|
||||
tmp = texture(tex, vec2(X, Y + 5.13333 * pixel.y));
|
||||
sum += tmp.x * 0.00640869;
|
||||
zsum += tmp.z;
|
||||
width += tmp.y;
|
||||
|
@ -12,7 +12,7 @@ in vec2 uv;
|
||||
|
||||
void main() {
|
||||
vec2 texc = uv;
|
||||
float z = texture2D(ntex, texc).a;
|
||||
float z = texture(ntex, texc).a;
|
||||
|
||||
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0f;
|
||||
xpos = invproj * xpos;
|
||||
@ -29,7 +29,7 @@ void main() {
|
||||
float att = energy[i] * 200. / (4. * 3.14 * d * d);
|
||||
float spec_att = (energy[i] + 10.) * 200. / (4. * 3.14 * d * d);
|
||||
|
||||
vec3 norm = texture2D(ntex, texc).xyz;
|
||||
vec3 norm = texture(ntex, texc).xyz;
|
||||
norm = (norm - 0.5) * 2.0;
|
||||
|
||||
// Light Direction
|
||||
|
@ -10,14 +10,14 @@ void main()
|
||||
{
|
||||
vec2 tc = uv;
|
||||
|
||||
vec4 shiftval = texture2D(dtex, tc) / vec4(50.0);
|
||||
vec4 shiftval = texture(dtex, tc) / vec4(50.0);
|
||||
vec2 shift;
|
||||
shift.x = -shiftval.x + shiftval.y;
|
||||
shift.y = -shiftval.z + shiftval.w;
|
||||
|
||||
tc += shift;
|
||||
|
||||
vec4 newcol = texture2D(tex, tc);
|
||||
vec4 newcol = texture(tex, tc);
|
||||
|
||||
if (viz < 1)
|
||||
{
|
||||
|
@ -8,13 +8,13 @@ void main()
|
||||
{
|
||||
vec2 xy = gl_FragCoord.xy / screen;
|
||||
float FragZ = gl_FragCoord.z;
|
||||
float EnvZ = texture2D(normals_and_depth, xy).a;
|
||||
float EnvZ = texture(normals_and_depth, xy).a;
|
||||
vec4 FragmentPos = invproj * (2. * vec4(xy, FragZ, 1.0) - 1.);
|
||||
FragmentPos /= FragmentPos.w;
|
||||
vec4 EnvPos = invproj * (2. * vec4(xy, EnvZ, 1.0) - 1.);
|
||||
EnvPos /= EnvPos.w;
|
||||
float len = dot(vec3(1.0), abs(texture2D(normals_and_depth, xy).xyz));
|
||||
float len = dot(vec3(1.0), abs(texture(normals_and_depth, xy).xyz));
|
||||
float alpha = (len < 0.2) ? 1. : clamp((EnvPos.z - FragmentPos.z) * 0.3, 0., 1.);
|
||||
gl_FragColor = texture2D(tex, gl_PointCoord.xy);
|
||||
gl_FragColor = texture(tex, gl_PointCoord.xy);
|
||||
gl_FragColor.a *= alpha;
|
||||
}
|
||||
|
@ -6,9 +6,9 @@ uniform sampler2D eighth;
|
||||
void main()
|
||||
{
|
||||
vec3 val[3];
|
||||
val[0] = texture2D(halft, gl_TexCoord[0].xy).xyz;
|
||||
val[1] = texture2D(quarter, gl_TexCoord[0].xy).xyz;
|
||||
val[2] = texture2D(eighth, gl_TexCoord[0].xy).xyz;
|
||||
val[0] = texture(halft, gl_TexCoord[0].xy).xyz;
|
||||
val[1] = texture(quarter, gl_TexCoord[0].xy).xyz;
|
||||
val[2] = texture(eighth, gl_TexCoord[0].xy).xyz;
|
||||
|
||||
// Find the first level with a penumbra value
|
||||
int i;
|
||||
|
@ -13,7 +13,7 @@ float luminanceImp()
|
||||
if (low > 0) return 1.0;
|
||||
|
||||
const vec3 weights = vec3(0.2126, 0.7152, 0.0722); // ITU-R BT. 709
|
||||
vec3 col = texture2D(ctex, texc).xyz;
|
||||
vec3 col = texture(ctex, texc).xyz;
|
||||
|
||||
float luma = dot(weights, col);
|
||||
|
||||
@ -51,7 +51,7 @@ float depthImp(float linearz)
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 ntmp = texture2D(ntex, texc);
|
||||
vec4 ntmp = texture(ntex, texc);
|
||||
vec3 normal = ntmp.xyz * 2.0 - 1.0;
|
||||
float linearz = ntmp.a;
|
||||
|
||||
|
@ -13,7 +13,7 @@ float decdepth(vec4 rgba) {
|
||||
void main()
|
||||
{
|
||||
texc = gl_Vertex.xy / vec2(32767.0);
|
||||
float z = decdepth(vec4(texture2D(dtex, texc).xyz, 0.0));
|
||||
float z = decdepth(vec4(texture(dtex, texc).xyz, 0.0));
|
||||
|
||||
vec3 tmp = vec3(texc, z);
|
||||
tmp = tmp * 2.0 - 1.0;
|
||||
|
@ -17,7 +17,7 @@ vec4 encdepth(float v) {
|
||||
void main() {
|
||||
|
||||
if (hastex != 0) {
|
||||
float alpha = texture2D(tex, uv).a;
|
||||
float alpha = texture(tex, uv).a;
|
||||
|
||||
if (alpha < 0.5)
|
||||
discard;
|
||||
@ -31,7 +31,7 @@ void main() {
|
||||
if (wireframe > 0)
|
||||
gl_FragColor = vec4(1.0);
|
||||
else
|
||||
gl_FragColor = texture2D(tex, uv);
|
||||
gl_FragColor = texture(tex, uv);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -15,8 +15,8 @@ void main()
|
||||
|
||||
vec2 tc = pos.xy * vec2(0.5) + vec2(0.5);
|
||||
|
||||
float movex = decdepth(texture2D(warpx, tc));
|
||||
float movey = decdepth(texture2D(warpy, tc));
|
||||
float movex = decdepth(texture(warpx, tc));
|
||||
float movey = decdepth(texture(warpy, tc));
|
||||
|
||||
float dx = movex * 2.0 - 1.0;
|
||||
float dy = movey * 2.0 - 1.0;
|
||||
|
@ -22,7 +22,7 @@ void main()
|
||||
|
||||
for (int i = 0; i < size; i++)
|
||||
{
|
||||
float col = texture2D(tex, tc).x;
|
||||
float col = texture(tex, tc).x;
|
||||
|
||||
lower += col * step(tc.x, origtc.x);
|
||||
total += col;
|
||||
|
@ -22,7 +22,7 @@ void main()
|
||||
|
||||
for (int i = 0; i < size; i++)
|
||||
{
|
||||
float col = texture2D(tex, tc).x;
|
||||
float col = texture(tex, tc).x;
|
||||
|
||||
lower += col * step(tc.y, origtc.y);
|
||||
total += col;
|
||||
|
@ -32,26 +32,26 @@ void main()
|
||||
vec3 V = normalize(vertex);
|
||||
vec3 L = normalize(vec3(sun_pos));
|
||||
|
||||
vec3 col = texture2D(tex, vec2((L.y + 1.0) / 2.0, V.y)).xyz;
|
||||
vec3 col = texture(tex, vec2((L.y + 1.0) / 2.0, V.y)).xyz;
|
||||
|
||||
float vl = clamp(dot(V, L), 0., 1.);
|
||||
|
||||
float paint = texture2D(tex, uv_temp * 3).a;
|
||||
float paint = texture(tex, uv_temp * 3).a;
|
||||
|
||||
uv_temp += 20;
|
||||
//float paint2 = texture2D(tex, uv_temp * 5).a;
|
||||
//float paint2 = texture(tex, uv_temp * 5).a;
|
||||
|
||||
float paint2 = texture2D(tex, uv * 5.).a;
|
||||
float paint2 = texture(tex, uv * 5.).a;
|
||||
|
||||
// Get the general cloud mask
|
||||
|
||||
|
||||
float hello = texture2D(glow_tex, (uv_cl + paint2 * 0.07) *2.).g;
|
||||
float hello = texture(glow_tex, (uv_cl + paint2 * 0.07) *2.).g;
|
||||
|
||||
float cld_mask = texture2D(glow_tex, (uv_anim + hello * 0.007 )).r;
|
||||
float cld_mask = texture(glow_tex, (uv_anim + hello * 0.007 )).r;
|
||||
|
||||
vec2 fast = vec2(-uv_fast.x, uv_fast.y);// + (hello * 0.007);
|
||||
float cld_fast = texture2D(glow_tex, fast ).r;
|
||||
float cld_fast = texture(glow_tex, fast ).r;
|
||||
|
||||
|
||||
|
||||
|
@ -15,11 +15,11 @@ in vec2 uv_bis;
|
||||
|
||||
void main() {
|
||||
// Splatting part
|
||||
vec4 splatting = texture2D(tex_layout, uv_bis);
|
||||
vec4 detail0 = texture2D(tex_detail0, uv);
|
||||
vec4 detail1 = texture2D(tex_detail1, uv);
|
||||
vec4 detail2 = texture2D(tex_detail2, uv);
|
||||
vec4 detail3 = texture2D(tex_detail3, uv);
|
||||
vec4 splatting = texture(tex_layout, uv_bis);
|
||||
vec4 detail0 = texture(tex_detail0, uv);
|
||||
vec4 detail1 = texture(tex_detail1, uv);
|
||||
vec4 detail2 = texture(tex_detail2, uv);
|
||||
vec4 detail3 = texture(tex_detail3, uv);
|
||||
vec4 detail4 = vec4(0.0);
|
||||
|
||||
vec4 splatted = splatting.r * detail0 +
|
||||
@ -28,9 +28,9 @@ void main() {
|
||||
(1.0 - splatting.r - splatting.g - splatting.b) * detail3;
|
||||
|
||||
vec2 tc = gl_FragCoord.xy / screen;
|
||||
vec3 DiffuseComponent = texture2D(DiffuseMap, tc).xyz;
|
||||
vec3 SpecularComponent = texture2D(SpecularMap, tc).xyz;
|
||||
float ao = texture2D(SSAO, tc).x;
|
||||
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
|
||||
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
|
||||
float ao = texture(SSAO, tc).x;
|
||||
vec3 LightFactor = ao * ambient + DiffuseComponent + SpecularComponent;
|
||||
|
||||
gl_FragColor = vec4(splatted.xyz * LightFactor, 1.);
|
||||
|
@ -21,8 +21,8 @@ float rand(vec2 co)
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec4 cur = texture2D(normals_and_depth, uv);
|
||||
float curdepth = texture2D(normals_and_depth, uv).a;
|
||||
vec4 cur = texture(normals_and_depth, uv);
|
||||
float curdepth = texture(normals_and_depth, uv).a;
|
||||
vec4 FragPos = invprojm * (2.0f * vec4(uv, curdepth, 1.0f) - 1.0f);
|
||||
FragPos /= FragPos.w;
|
||||
|
||||
@ -50,7 +50,7 @@ void main(void)
|
||||
|
||||
bool isInsideTexture = (sampleProj.x > -1.) && (sampleProj.x < 1.) && (sampleProj.y > -1.) && (sampleProj.y < 1.);
|
||||
// get the depth of the occluder fragment
|
||||
float occluderFragmentDepth = texture2D(normals_and_depth, (sampleProj.xy * 0.5) + 0.5).a;
|
||||
float occluderFragmentDepth = texture(normals_and_depth, (sampleProj.xy * 0.5) + 0.5).a;
|
||||
// Position of the occluder fragment in worldSpace
|
||||
vec4 occluderPos = invprojm * vec4(sampleProj.xy, 2.0 * occluderFragmentDepth - 1.0, 1.0f);
|
||||
occluderPos /= occluderPos.w;
|
||||
|
@ -12,7 +12,7 @@ uniform vec2 wind;
|
||||
void main() {
|
||||
|
||||
vec2 texc = gl_FragCoord.xy / screen;
|
||||
float z = texture2D(ntex, texc).a;
|
||||
float z = texture(ntex, texc).a;
|
||||
vec4 xpos = 2.0 * vec4(texc, z, 1.0) - 1.0;
|
||||
xpos = invproj * xpos;
|
||||
xpos.xyz /= xpos.w;
|
||||
@ -25,7 +25,7 @@ void main() {
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 norm = texture2D(ntex, texc).xyz;
|
||||
vec3 norm = texture(ntex, texc).xyz;
|
||||
norm = (norm - 0.5) * 2.0;
|
||||
|
||||
// Normalized on the cpu
|
||||
@ -41,7 +41,7 @@ void main() {
|
||||
if (hasclouds == 1)
|
||||
{
|
||||
vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
|
||||
float cloud = texture2D(cloudtex, cloudcoord).x;
|
||||
float cloud = texture(cloudtex, cloudcoord).x;
|
||||
//float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
|
||||
|
||||
outcol *= cloud;
|
||||
|
@ -22,7 +22,7 @@ float decdepth(vec4 rgba) {
|
||||
void main() {
|
||||
|
||||
vec2 texc = gl_FragCoord.xy / screen;
|
||||
vec4 depthread = texture2D(dtex, texc);
|
||||
vec4 depthread = texture(dtex, texc);
|
||||
float z = decdepth(vec4(depthread.xyz, 0.0));
|
||||
|
||||
if (z < 0.03)
|
||||
@ -33,7 +33,7 @@ void main() {
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 norm = texture2D(ntex, texc).xyz;
|
||||
vec3 norm = texture(ntex, texc).xyz;
|
||||
norm = (norm - 0.5) * 2.0;
|
||||
|
||||
// Normalized on the cpu
|
||||
@ -55,7 +55,7 @@ void main() {
|
||||
if (hasclouds == 1)
|
||||
{
|
||||
vec2 cloudcoord = (xpos.xz * 0.00833333) + wind;
|
||||
float cloud = texture2D(cloudtex, cloudcoord).x;
|
||||
float cloud = texture(cloudtex, cloudcoord).x;
|
||||
//float cloud = step(0.5, cloudcoord.x) * step(0.5, cloudcoord.y);
|
||||
|
||||
outcol *= cloud;
|
||||
@ -65,13 +65,13 @@ void main() {
|
||||
vec3 shadowcoord = (shadowmat * vec4(xpos.xyz, 1.0)).xyz;
|
||||
shadowcoord = (shadowcoord * 0.5) + vec3(0.5);
|
||||
|
||||
float movex = decdepth(texture2D(warpx, shadowcoord.xy));
|
||||
float movey = decdepth(texture2D(warpy, shadowcoord.xy));
|
||||
float movex = decdepth(texture(warpx, shadowcoord.xy));
|
||||
float movey = decdepth(texture(warpy, shadowcoord.xy));
|
||||
float dx = movex * 2.0 - 1.0;
|
||||
float dy = movey * 2.0 - 1.0;
|
||||
shadowcoord.xy += vec2(dx, dy);
|
||||
|
||||
vec4 shadowread = texture2D(shadowtex, shadowcoord.xy);
|
||||
vec4 shadowread = texture(shadowtex, shadowcoord.xy);
|
||||
float shadowmapz = decdepth(vec4(shadowread.xyz, 0.0));
|
||||
|
||||
float moved = (abs(dx) + abs(dy)) * 0.5;
|
||||
@ -94,10 +94,10 @@ void main() {
|
||||
bias = clamp(bias, 0.001, abi);
|
||||
|
||||
// This ID, and four IDs around this must match for a shadow pixel
|
||||
float right = texture2D(shadowtex, shadowcoord.xy + vec2(shadowoffset, 0.0)).a;
|
||||
float left = texture2D(shadowtex, shadowcoord.xy + vec2(-shadowoffset, 0.0)).a;
|
||||
float up = texture2D(shadowtex, shadowcoord.xy + vec2(0.0, shadowoffset)).a;
|
||||
float down = texture2D(shadowtex, shadowcoord.xy + vec2(0.0, -shadowoffset)).a;
|
||||
float right = texture(shadowtex, shadowcoord.xy + vec2(shadowoffset, 0.0)).a;
|
||||
float left = texture(shadowtex, shadowcoord.xy + vec2(-shadowoffset, 0.0)).a;
|
||||
float up = texture(shadowtex, shadowcoord.xy + vec2(0.0, shadowoffset)).a;
|
||||
float down = texture(shadowtex, shadowcoord.xy + vec2(0.0, -shadowoffset)).a;
|
||||
|
||||
float matching = ((right + left + up + down) * 0.25) - shadowread.a;
|
||||
matching = abs(matching) * 400.0;
|
||||
|
@ -1,9 +1,9 @@
|
||||
#version 130
|
||||
uniform sampler2D texture;
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 uv;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = texture2D(texture, uv);
|
||||
gl_FragColor = texture(tex, uv);
|
||||
}
|
@ -16,8 +16,8 @@ in vec2 uv;
|
||||
void main()
|
||||
{
|
||||
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
|
||||
vec3 normal = 2.0 * texture2D (BumpTex1, uv + delta1).rgb - 1.0;
|
||||
vec3 normal2 = 2.0 * texture2D (BumpTex2, uv + delta2).rgb - 1.0;
|
||||
vec3 normal = 2.0 * texture (BumpTex1, uv + delta1).rgb - 1.0;
|
||||
vec3 normal2 = 2.0 * texture (BumpTex2, uv + delta2).rgb - 1.0;
|
||||
|
||||
// scale normals
|
||||
normal.y = 4.0*normal.y;
|
||||
@ -30,7 +30,7 @@ void main()
|
||||
vec4 diffuseMaterial;
|
||||
vec4 diffuseLight;
|
||||
|
||||
diffuseMaterial = texture2D (DecalTex, uv + vec2(delta1.x, 0.0));
|
||||
diffuseMaterial = texture (DecalTex, uv + vec2(delta1.x, 0.0));
|
||||
diffuseLight = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
|
||||
vec3 col = diffuseMaterial.xyz * (0.3 + lamberFactor*0.7);
|
||||
|
@ -299,7 +299,7 @@ void bindUniformToTextureUnit(GLuint location, GLuint texid, unsigned textureUni
|
||||
static GLuint TexturedQuadShader;
|
||||
static GLuint TexturedQuadAttribPosition;
|
||||
static GLuint TexturedQuadAttribTexCoord;
|
||||
static GLuint TexturedQuadUniformTexture;
|
||||
static GLuint TexturedQuadUniformTex;
|
||||
static GLuint TexturedQuadUniformCenter;
|
||||
static GLuint TexturedQuadUniformSize;
|
||||
static GLuint TexturedQuadUniformTexcenter;
|
||||
@ -311,7 +311,7 @@ static GLuint ColorTexturedQuadShader;
|
||||
static GLuint ColorTexturedQuadAttribPosition;
|
||||
static GLuint ColorTexturedQuadAttribTexCoord;
|
||||
static GLuint ColorTexturedQuadAttribColor;
|
||||
static GLuint ColorTexturedQuadUniformTexture;
|
||||
static GLuint ColorTexturedQuadUniformTex;
|
||||
static GLuint ColorTexturedQuadUniformCenter;
|
||||
static GLuint ColorTexturedQuadUniformSize;
|
||||
static GLuint ColorTexturedQuadUniformTexcenter;
|
||||
@ -336,7 +336,7 @@ static void drawTexColoredQuad(const video::ITexture *texture, const video::SCol
|
||||
ColorTexturedQuadAttribPosition = glGetAttribLocation(ColorTexturedQuadShader, "position");
|
||||
ColorTexturedQuadAttribTexCoord = glGetAttribLocation(ColorTexturedQuadShader, "texcoord");
|
||||
ColorTexturedQuadAttribColor = glGetAttribLocation(ColorTexturedQuadShader, "color");
|
||||
ColorTexturedQuadUniformTexture = glGetUniformLocation(ColorTexturedQuadShader, "texture");
|
||||
ColorTexturedQuadUniformTex = glGetUniformLocation(ColorTexturedQuadShader, "tex");
|
||||
ColorTexturedQuadUniformCenter = glGetUniformLocation(ColorTexturedQuadShader, "center");
|
||||
ColorTexturedQuadUniformSize = glGetUniformLocation(ColorTexturedQuadShader, "size");
|
||||
ColorTexturedQuadUniformTexcenter = glGetUniformLocation(ColorTexturedQuadShader, "texcenter");
|
||||
@ -359,7 +359,7 @@ static void drawTexColoredQuad(const video::ITexture *texture, const video::SCol
|
||||
glBindVertexArray(CTQvao);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
|
||||
glUniform1i(ColorTexturedQuadUniformTexture, 0);
|
||||
glUniform1i(ColorTexturedQuadUniformTex, 0);
|
||||
glUniform2f(ColorTexturedQuadUniformCenter, center_pos_x, center_pos_y);
|
||||
glUniform2f(ColorTexturedQuadUniformSize, width, height);
|
||||
glUniform2f(ColorTexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
|
||||
@ -378,7 +378,7 @@ void drawTexQuad(const video::ITexture *texture, float width, float height,
|
||||
|
||||
TexturedQuadAttribPosition = glGetAttribLocation(TexturedQuadShader, "position");
|
||||
TexturedQuadAttribTexCoord = glGetAttribLocation(TexturedQuadShader, "texcoord");
|
||||
TexturedQuadUniformTexture = glGetUniformLocation(TexturedQuadShader, "texture");
|
||||
TexturedQuadUniformTex = glGetUniformLocation(TexturedQuadShader, "tex");
|
||||
TexturedQuadUniformCenter = glGetUniformLocation(TexturedQuadShader, "center");
|
||||
TexturedQuadUniformSize = glGetUniformLocation(TexturedQuadShader, "size");
|
||||
TexturedQuadUniformTexcenter = glGetUniformLocation(TexturedQuadShader, "texcenter");
|
||||
@ -396,7 +396,7 @@ void drawTexQuad(const video::ITexture *texture, float width, float height,
|
||||
glBindVertexArray(TQvao);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
|
||||
glUniform1i(TexturedQuadUniformTexture, 0);
|
||||
glUniform1i(TexturedQuadUniformTex, 0);
|
||||
glUniform2f(TexturedQuadUniformCenter, center_pos_x, center_pos_y);
|
||||
glUniform2f(TexturedQuadUniformSize, width, height);
|
||||
glUniform2f(TexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
|
||||
|
@ -90,7 +90,7 @@ namespace SimpleParticleRender
|
||||
{
|
||||
GLuint Program;
|
||||
GLuint attrib_pos, attrib_lf, attrib_quadcorner, attrib_texcoord, attrib_sz;
|
||||
GLuint uniform_matrix, uniform_viewmatrix, uniform_texture, uniform_normal_and_depths, uniform_screen, uniform_invproj;
|
||||
GLuint uniform_matrix, uniform_viewmatrix, uniform_tex, uniform_normal_and_depths, uniform_screen, uniform_invproj;
|
||||
|
||||
void init()
|
||||
{
|
||||
@ -105,7 +105,7 @@ namespace SimpleParticleRender
|
||||
|
||||
uniform_matrix = glGetUniformLocation(Program, "ProjectionMatrix");
|
||||
uniform_viewmatrix = glGetUniformLocation(Program, "ViewMatrix");
|
||||
uniform_texture = glGetUniformLocation(Program, "texture");
|
||||
uniform_tex = glGetUniformLocation(Program, "tex");
|
||||
uniform_invproj = glGetUniformLocation(Program, "invproj");
|
||||
uniform_screen = glGetUniformLocation(Program, "screen");
|
||||
uniform_normal_and_depths = glGetUniformLocation(Program, "normals_and_depth");
|
||||
@ -116,7 +116,7 @@ namespace FlipParticleRender
|
||||
{
|
||||
GLuint Program;
|
||||
GLuint attrib_pos, attrib_lf, attrib_quadcorner, attrib_texcoord, attrib_sz, attrib_rotationvec, attrib_anglespeed;
|
||||
GLuint uniform_matrix, uniform_viewmatrix, uniform_texture, uniform_normal_and_depths, uniform_screen, uniform_invproj;
|
||||
GLuint uniform_matrix, uniform_viewmatrix, uniform_tex, uniform_normal_and_depths, uniform_screen, uniform_invproj;
|
||||
|
||||
void init()
|
||||
{
|
||||
@ -132,7 +132,7 @@ namespace FlipParticleRender
|
||||
|
||||
uniform_matrix = glGetUniformLocation(Program, "ProjectionMatrix");
|
||||
uniform_viewmatrix = glGetUniformLocation(Program, "ViewMatrix");
|
||||
uniform_texture = glGetUniformLocation(Program, "texture");
|
||||
uniform_tex = glGetUniformLocation(Program, "tex");
|
||||
uniform_invproj = glGetUniformLocation(Program, "invproj");
|
||||
uniform_screen = glGetUniformLocation(Program, "screen");
|
||||
uniform_normal_and_depths = glGetUniformLocation(Program, "normals_and_depth");
|
||||
@ -592,7 +592,7 @@ void ParticleSystemProxy::drawFlip()
|
||||
(float)UserConfigParams::m_height
|
||||
};
|
||||
|
||||
bindUniformToTextureUnit(FlipParticleRender::uniform_texture, texture, 0);
|
||||
bindUniformToTextureUnit(FlipParticleRender::uniform_tex, texture, 0);
|
||||
bindUniformToTextureUnit(FlipParticleRender::uniform_normal_and_depths, normal_and_depth, 1);
|
||||
|
||||
glUniformMatrix4fv(FlipParticleRender::uniform_invproj, 1, GL_FALSE, irr_driver->getInvProjMatrix().pointer());
|
||||
@ -661,7 +661,7 @@ void ParticleSystemProxy::drawNotFlip()
|
||||
(float)UserConfigParams::m_height
|
||||
};
|
||||
|
||||
bindUniformToTextureUnit(SimpleParticleRender::uniform_texture, texture, 0);
|
||||
bindUniformToTextureUnit(SimpleParticleRender::uniform_tex, texture, 0);
|
||||
bindUniformToTextureUnit(SimpleParticleRender::uniform_normal_and_depths, normal_and_depth, 1);
|
||||
|
||||
glUniformMatrix4fv(SimpleParticleRender::uniform_invproj, 1, GL_FALSE, irr_driver->getInvProjMatrix().pointer());
|
||||
|
Loading…
x
Reference in New Issue
Block a user