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Fixed merge with remote trnormalmap
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commit
70a7ecc5f0
4 changed files with 3 additions and 49 deletions
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@ -203,7 +203,6 @@ vec3 evalGlobalLightingAlphaBlended(mat4 invViewMat, float shadowAttenuation, fl
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return color;
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}
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<@endfunc@>
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<@func declareEvalGlobalLightingAlphaBlendedWithHaze()@>
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@ -30,7 +30,6 @@
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#include "model_lightmap_fade_vert.h"
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#include "model_lightmap_normal_map_fade_vert.h"
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#include "model_translucent_vert.h"
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#include "model_translucent_fade_vert.h"
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#include "model_translucent_normal_map_vert.h"
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#include "skin_model_fade_vert.h"
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#include "skin_model_normal_map_fade_vert.h"
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@ -73,6 +72,7 @@
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#include "model_lightmap_normal_specular_map_frag.h"
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#include "model_lightmap_specular_map_frag.h"
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#include "model_translucent_frag.h"
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#include "model_translucent_normal_map_frag.h"
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#include "model_translucent_unlit_frag.h"
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#include "model_translucent_normal_map_frag.h"
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@ -195,7 +195,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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auto modelLightmapNormalMapVertex = gpu::Shader::createVertex(std::string(model_lightmap_normal_map_vert));
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auto modelTranslucentVertex = gpu::Shader::createVertex(std::string(model_translucent_vert));
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auto modelTranslucentNormalMapVertex = gpu::Shader::createVertex(std::string(model_translucent_normal_map_vert));
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auto modelTranslucentFadeVertex = gpu::Shader::createVertex(std::string(model_translucent_fade_vert));
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auto modelShadowVertex = gpu::Shader::createVertex(std::string(model_shadow_vert));
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auto skinModelVertex = gpu::Shader::createVertex(std::string(skin_model_vert));
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auto skinModelNormalMapVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_vert));
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@ -327,7 +326,7 @@ void initDeferredPipelines(render::ShapePlumber& plumber, const render::ShapePip
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// Same thing but with Fade on
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addPipeline(
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Key::Builder().withMaterial().withTranslucent().withFade(),
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modelTranslucentFadeVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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modelTranslucentVertex, modelTranslucentFadePixel, batchSetter, itemSetter);
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addPipeline(
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Key::Builder().withTranslucent().withFade(),
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simpleFadeVertex, simpleTranslucentFadePixel, batchSetter, itemSetter);
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@ -47,7 +47,7 @@ void main(void) {
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<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
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vec3 viewNormal;
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<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
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<$tangentToViewSpaceLOD(_position, normalTex, _normal, _tangent, viewNormal)$>
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float scattering = getMaterialScattering(mat);
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<$evalMaterialScattering(scatteringTex, scattering, matKey, scattering)$>;
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@ -1,44 +0,0 @@
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<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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// model_translucent_fade.slv
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// vertex shader
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//
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// Created by Olivier Prat on 15/01/18.
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// Copyright 2018 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include gpu/Inputs.slh@>
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<@include gpu/Color.slh@>
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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<@include MaterialTextures.slh@>
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<$declareMaterialTexMapArrayBuffer()$>
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out float _alpha;
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out vec2 _texCoord0;
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out vec2 _texCoord1;
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out vec4 _position;
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out vec4 _worldPosition;
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out vec3 _normal;
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out vec3 _color;
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void main(void) {
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_color = colorToLinearRGB(inColor.xyz);
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_alpha = inColor.w;
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TexMapArray texMapArray = getTexMapArray();
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<$evalTexMapArrayTexcoord0(texMapArray, inTexCoord0, _texCoord0)$>
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<$evalTexMapArrayTexcoord1(texMapArray, inTexCoord0, _texCoord1)$>
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$>
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<$transformModelToWorldPos(obj, inPosition, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$>
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}
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