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Completely remove the texcoord frame transform as we don;t use it at all
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2 changed files with 7 additions and 14 deletions
libraries/render-utils/src
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@ -496,11 +496,6 @@ void RenderDeferredSetup::run(const render::RenderContextPointer& renderContext,
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batch.setPipeline(program);
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}
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// NOTE: WE are assuming that the deferred lighting pass is always full screen so this texture transform is not needed (and cause problems on AMD)
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// Adjust the texcoordTransform in the case we are rendeirng a sub region(mini mirror)
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// auto textureFrameTransform = gpu::Framebuffer::evalSubregionTexcoordTransformCoefficients(deferredFramebuffer->getFrameSize(), args->_viewport);
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// batch._glUniform4fv(ru::Uniform::TexcoordTransform, 1, reinterpret_cast< const float* >(&textureFrameTransform));
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// Setup the global lighting
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deferredLightingEffect->setupKeyLightBatch(args, batch);
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@ -561,24 +556,18 @@ void RenderDeferredLocals::run(const render::RenderContextPointer& renderContext
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batch.setViewportTransform(viewport);
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batch.setStateScissorRect(viewport);
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// NOTE: WE are assuming that the deferred lighting pass is always full screen so this texture transform is not needed (and cause problems on AMD)
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// auto textureFrameTransform = gpu::Framebuffer::evalSubregionTexcoordTransformCoefficients(deferredFramebuffer->getFrameSize(), viewport);
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auto& lightIndices = lightClusters->_visibleLightIndices;
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if (!lightIndices.empty() && lightIndices[0] > 0) {
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deferredLightingEffect->setupLocalLightsBatch(batch, lightClusters);
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// Local light pipeline
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batch.setPipeline(deferredLightingEffect->_localLight);
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// batch._glUniform4fv(ru::Uniform::TexcoordTransform, 1, reinterpret_cast<const float*>(&textureFrameTransform));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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// Draw outline as well ?
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if (lightingModel->isShowLightContourEnabled()) {
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batch.setPipeline(deferredLightingEffect->_localLightOutline);
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// batch._glUniform4fv(ru::Uniform::TexcoordTransform, 1, reinterpret_cast<const float*>(&textureFrameTransform));
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batch.draw(gpu::TRIANGLE_STRIP, 4);
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}
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@ -16,8 +16,10 @@
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layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
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#ifdef RENDER_UTILS_USE_TEXCOORD_FRAME_TRANSFORM
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// NOTE: WE are assuming that the deferred lighting pass is always full screen so this texture transform is not needed (and cause problems on AMD)
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//layout(location=RENDER_UTILS_UNIFORM_LIGHT_TEXCOORD_TRANSFORM) uniform vec4 texcoordFrameTransform;
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layout(location=RENDER_UTILS_UNIFORM_LIGHT_TEXCOORD_TRANSFORM) uniform vec4 texcoordFrameTransform;
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#endif
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void main(void) {
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const float depth = 1.0;
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@ -31,8 +33,10 @@ void main(void) {
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_texCoord01.xy = (pos.xy + 1.0) * 0.5;
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// _texCoord01.xy *= texcoordFrameTransform.zw;
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// _texCoord01.xy += texcoordFrameTransform.xy;
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#ifdef RENDER_UTILS_USE_TEXCOORD_FRAME_TRANSFORM
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_texCoord01.xy *= texcoordFrameTransform.zw;
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_texCoord01.xy += texcoordFrameTransform.xy;
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#endif
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gl_Position = pos;
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}
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