diff --git a/libraries/render-utils/src/DeferredBufferWrite.slh b/libraries/render-utils/src/DeferredBufferWrite.slh index deea3f6cb9..1c1330f0c0 100755 --- a/libraries/render-utils/src/DeferredBufferWrite.slh +++ b/libraries/render-utils/src/DeferredBufferWrite.slh @@ -21,11 +21,7 @@ uniform float glowIntensity; // the alpha threshold uniform float alphaThreshold; -<<<<<<< HEAD -uniform sampler2D normalFittingScaleMap; -======= uniform sampler2D normalFittingMap; ->>>>>>> 518cf3be1504234eb0dc22906876e292b2186f57 vec3 bestFitNormal(vec3 normal) { vec3 absNorm = abs(normal); @@ -37,11 +33,8 @@ vec3 bestFitNormal(vec3 normal) { texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy); texcoord.y /= texcoord.x; vec3 cN = normal / maxNAbs; -<<<<<<< HEAD - float fittingScale = texture2D(normalFittingScaleMap, texcoord).a; -======= + float fittingScale = texture(normalFittingMap, texcoord).a; ->>>>>>> 518cf3be1504234eb0dc22906876e292b2186f57 cN *= fittingScale; return (cN * 0.5 + 0.5); } @@ -57,15 +50,10 @@ void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular, if (alpha != glowIntensity) { discard; } -<<<<<<< HEAD - gl_FragData[0] = vec4(diffuse.rgb, alpha); - gl_FragData[1] = vec4(bestFitNormal(normal), 1.0); - gl_FragData[2] = vec4(specular, shininess / 128.0); -======= + _fragColor0 = vec4(diffuse.rgb, alpha); _fragColor1 = vec4(bestFitNormal(normal), 1.0); _fragColor2 = vec4(specular, shininess / 128.0); ->>>>>>> 518cf3be1504234eb0dc22906876e292b2186f57 } void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) { @@ -73,16 +61,10 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 s discard; } -<<<<<<< HEAD - gl_FragData[0] = vec4(diffuse.rgb, alpha); - gl_FragData[1] = vec4(bestFitNormal(normal), 0.5); - gl_FragData[2] = vec4(emissive, shininess / 128.0); -======= _fragColor0 = vec4(diffuse.rgb, alpha); //_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0); _fragColor1 = vec4(bestFitNormal(normal), 0.5); _fragColor2 = vec4(emissive, shininess / 128.0); ->>>>>>> 518cf3be1504234eb0dc22906876e292b2186f57 } void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) { diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index b642e5f955..8a704486b1 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -110,9 +110,6 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key, slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), 4)); slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT)); - - slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingScaleMap"), 4)); - gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader)); gpu::Shader::makeProgram(*program, slotBindings);