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Fixing conflicts in shaders
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a388ba7b00
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2 changed files with 2 additions and 23 deletions
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@ -21,11 +21,7 @@ uniform float glowIntensity;
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// the alpha threshold
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// the alpha threshold
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uniform float alphaThreshold;
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uniform float alphaThreshold;
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<<<<<<< HEAD
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uniform sampler2D normalFittingScaleMap;
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=======
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uniform sampler2D normalFittingMap;
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uniform sampler2D normalFittingMap;
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>>>>>>> 518cf3be1504234eb0dc22906876e292b2186f57
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vec3 bestFitNormal(vec3 normal) {
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vec3 bestFitNormal(vec3 normal) {
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vec3 absNorm = abs(normal);
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vec3 absNorm = abs(normal);
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@ -37,11 +33,8 @@ vec3 bestFitNormal(vec3 normal) {
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texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
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texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
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texcoord.y /= texcoord.x;
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texcoord.y /= texcoord.x;
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vec3 cN = normal / maxNAbs;
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vec3 cN = normal / maxNAbs;
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<<<<<<< HEAD
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float fittingScale = texture2D(normalFittingScaleMap, texcoord).a;
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=======
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float fittingScale = texture(normalFittingMap, texcoord).a;
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float fittingScale = texture(normalFittingMap, texcoord).a;
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>>>>>>> 518cf3be1504234eb0dc22906876e292b2186f57
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cN *= fittingScale;
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cN *= fittingScale;
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return (cN * 0.5 + 0.5);
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return (cN * 0.5 + 0.5);
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}
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}
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@ -57,15 +50,10 @@ void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular,
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if (alpha != glowIntensity) {
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if (alpha != glowIntensity) {
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discard;
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discard;
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}
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}
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<<<<<<< HEAD
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gl_FragData[0] = vec4(diffuse.rgb, alpha);
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gl_FragData[1] = vec4(bestFitNormal(normal), 1.0);
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gl_FragData[2] = vec4(specular, shininess / 128.0);
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=======
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_fragColor0 = vec4(diffuse.rgb, alpha);
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_fragColor0 = vec4(diffuse.rgb, alpha);
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_fragColor1 = vec4(bestFitNormal(normal), 1.0);
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_fragColor1 = vec4(bestFitNormal(normal), 1.0);
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_fragColor2 = vec4(specular, shininess / 128.0);
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_fragColor2 = vec4(specular, shininess / 128.0);
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>>>>>>> 518cf3be1504234eb0dc22906876e292b2186f57
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}
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}
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void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) {
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void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) {
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@ -73,16 +61,10 @@ void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 s
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discard;
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discard;
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}
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}
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<<<<<<< HEAD
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gl_FragData[0] = vec4(diffuse.rgb, alpha);
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gl_FragData[1] = vec4(bestFitNormal(normal), 0.5);
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gl_FragData[2] = vec4(emissive, shininess / 128.0);
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=======
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_fragColor0 = vec4(diffuse.rgb, alpha);
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_fragColor0 = vec4(diffuse.rgb, alpha);
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//_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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//_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
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_fragColor1 = vec4(bestFitNormal(normal), 0.5);
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_fragColor1 = vec4(bestFitNormal(normal), 0.5);
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_fragColor2 = vec4(emissive, shininess / 128.0);
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_fragColor2 = vec4(emissive, shininess / 128.0);
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>>>>>>> 518cf3be1504234eb0dc22906876e292b2186f57
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}
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}
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void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
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void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
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@ -110,9 +110,6 @@ void Model::RenderPipelineLib::addRenderPipeline(Model::RenderKey key,
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slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), 4));
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slotBindings.insert(gpu::Shader::Binding(std::string("lightBuffer"), 4));
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slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
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slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingMap"), DeferredLightingEffect::NORMAL_FITTING_MAP_SLOT));
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slotBindings.insert(gpu::Shader::Binding(std::string("normalFittingScaleMap"), 4));
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(vertexShader, pixelShader));
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::Shader::makeProgram(*program, slotBindings);
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