mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 20:54:25 +02:00
Merge branch 'daft' of https://github.com/samcake/hifi into daft
This commit is contained in:
commit
8ed0c8a919
7 changed files with 155 additions and 76 deletions
|
@ -536,11 +536,9 @@ void GLBackend::do_setStateFrontFaceClockwise(bool isClockwise) {
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void GLBackend::do_setStateDepthClampEnable(bool enable) {
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if (_pipeline._stateCache.depthClampEnable != enable) {
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if (enable) {
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//glEnable(GL_DEPTH_CLAMP);
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glEnable(GL_DEPTH_CLAMP_NV);
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glEnable(GL_DEPTH_CLAMP);
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} else {
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//glDisable(GL_DEPTH_CLAMP);
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glDisable(GL_DEPTH_CLAMP_NV);
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glDisable(GL_DEPTH_CLAMP);
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}
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(void) CHECK_GL_ERROR();
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@ -77,18 +77,25 @@ void Light::setMaximumRadius(float radius) {
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editSchema()._attenuation = Vec4(surfaceRadius, 1.0f/surfaceRadius, CutOffIntensityRatio, radius);
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}
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#include <math.h>
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void Light::setSpotAngle(float angle) {
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if (angle <= 0.f) {
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angle = 0.0f;
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double dangle = angle;
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if (dangle <= 0.0) {
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dangle = 0.0;
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}
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editSchema()._spot.x = cos(angle);
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editSchema()._spot.y = sin(angle);
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editSchema()._spot.z = angle;
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if (dangle > glm::half_pi<double>()) {
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dangle = glm::half_pi<double>();
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}
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editSchema()._spot.x = (float)abs(cos(dangle));
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editSchema()._spot.y = (float)abs(sin(dangle));
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editSchema()._spot.z = (float)dangle;
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}
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void Light::setSpotExponent(float exponent) {
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if (exponent <= 0.f) {
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exponent = 1.0f;
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exponent = 0.0f;
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}
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editSchema()._spot.w = exponent;
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}
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@ -81,6 +81,7 @@ public:
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bool isSpot() const { return getType() == SPOT; }
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void setSpotAngle(float angle);
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float getSpotAngle() const { return getSchema()._spot.z; }
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glm::vec2 getSpotAngleCosSin() const { return glm::vec2(getSchema()._spot.x, getSchema()._spot.y); }
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void setSpotExponent(float exponent);
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float getSpotExponent() const { return getSchema()._spot.w; }
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@ -107,7 +108,7 @@ public:
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Color _color{1.0f};
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float _intensity{1.0f};
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Vec4 _attenuation{1.0f};
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Vec4 _spot{0.0f, 0.0f, 0.0f, 3.0f};
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Vec4 _spot{0.0f, 0.0f, 0.0f, 0.0f};
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Vec4 _shadow{0.0f};
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Vec4 _control{0.0f, 0.0f, 0.0f, 0.0f};
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@ -33,6 +33,7 @@
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#include "deferred_light_vert.h"
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#include "deferred_light_limited_vert.h"
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#include "deferred_light_spot_vert.h"
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#include "directional_light_frag.h"
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#include "directional_light_shadow_map_frag.h"
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@ -91,26 +92,27 @@ void DeferredLightingEffect::init(AbstractViewStateInterface* viewState) {
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gpu::Shader::makeProgram(*_emissiveShader, slotBindings);
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_viewState = viewState;
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loadLightProgram(directional_light_frag, false, _directionalLight, _directionalLightLocations);
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loadLightProgram(directional_light_shadow_map_frag, false, _directionalLightShadowMap,
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loadLightProgram(deferred_light_vert, directional_light_frag, false, _directionalLight, _directionalLightLocations);
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loadLightProgram(deferred_light_vert, directional_light_shadow_map_frag, false, _directionalLightShadowMap,
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_directionalLightShadowMapLocations);
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loadLightProgram(directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap,
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loadLightProgram(deferred_light_vert, directional_light_cascaded_shadow_map_frag, false, _directionalLightCascadedShadowMap,
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_directionalLightCascadedShadowMapLocations);
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loadLightProgram(directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
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loadLightProgram(directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap,
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loadLightProgram(deferred_light_vert, directional_ambient_light_frag, false, _directionalAmbientSphereLight, _directionalAmbientSphereLightLocations);
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loadLightProgram(deferred_light_vert, directional_ambient_light_shadow_map_frag, false, _directionalAmbientSphereLightShadowMap,
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_directionalAmbientSphereLightShadowMapLocations);
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loadLightProgram(directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
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loadLightProgram(deferred_light_vert, directional_ambient_light_cascaded_shadow_map_frag, false, _directionalAmbientSphereLightCascadedShadowMap,
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_directionalAmbientSphereLightCascadedShadowMapLocations);
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loadLightProgram(directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
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loadLightProgram(directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap,
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loadLightProgram(deferred_light_vert, directional_skybox_light_frag, false, _directionalSkyboxLight, _directionalSkyboxLightLocations);
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loadLightProgram(deferred_light_vert, directional_skybox_light_shadow_map_frag, false, _directionalSkyboxLightShadowMap,
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_directionalSkyboxLightShadowMapLocations);
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loadLightProgram(directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap,
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loadLightProgram(deferred_light_vert, directional_skybox_light_cascaded_shadow_map_frag, false, _directionalSkyboxLightCascadedShadowMap,
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_directionalSkyboxLightCascadedShadowMapLocations);
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loadLightProgram(point_light_frag, true, _pointLight, _pointLightLocations);
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loadLightProgram(spot_light_frag, true, _spotLight, _spotLightLocations);
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loadLightProgram(deferred_light_limited_vert, point_light_frag, true, _pointLight, _pointLightLocations);
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loadLightProgram(deferred_light_spot_vert, spot_light_frag, true, _spotLight, _spotLightLocations);
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{
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auto VSFS = gpu::StandardShaderLib::getDrawViewportQuadTransformTexcoordVS();
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@ -421,12 +423,14 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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for (auto lightID : _pointLights) {
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auto& light = _allocatedLights[lightID];
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light->setShowContour(true);
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// IN DEBUG: light->setShowContour(true);
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if (_pointLightLocations.lightBufferUnit >= 0) {
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batch.setUniformBuffer(_pointLightLocations.lightBufferUnit, light->getSchemaBuffer());
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}
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float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
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// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
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// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
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if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius) {
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Transform model;
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model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
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@ -468,11 +472,22 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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for (auto lightID : _spotLights) {
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auto light = _allocatedLights[lightID];
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// IN DEBUG: light->setShowContour(true);
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batch.setUniformBuffer(_spotLightLocations.lightBufferUnit, light->getSchemaBuffer());
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auto eyeLightPos = eyePoint - light->getPosition();
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auto eyeHalfPlaneDistance = glm::dot(eyeLightPos, light->getDirection());
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const float TANGENT_LENGTH_SCALE = 0.666f;
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glm::vec4 coneParam(light->getSpotAngleCosSin(), TANGENT_LENGTH_SCALE * tan(0.5 * light->getSpotAngle()), 1.0f);
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float expandedRadius = light->getMaximumRadius() * (1.0f + SCALE_EXPANSION);
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float edgeRadius = expandedRadius / glm::cos(light->getSpotAngle());
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if (glm::distance(eyePoint, glm::vec3(light->getPosition())) < edgeRadius + nearRadius) {
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// TODO: We shouldn;t have to do that test and use a different volume geometry for when inside the vlight volume,
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// we should be able to draw thre same geometry use DepthClamp but for unknown reason it's s not working...
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if ((eyeHalfPlaneDistance > -nearRadius) && (glm::distance(eyePoint, glm::vec3(light->getPosition())) < expandedRadius + nearRadius)) {
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coneParam.w = 0.0f;
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batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
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Transform model;
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model.setTranslation(glm::vec3(0.0f, 0.0f, -1.0f));
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batch.setModelTransform(model);
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@ -490,15 +505,19 @@ void DeferredLightingEffect::render(RenderArgs* args) {
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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} else {
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coneParam.w = 1.0f;
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batch._glUniform4fv(_spotLightLocations.coneParam, 1, reinterpret_cast< const GLfloat* >(&coneParam));
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Transform model;
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model.setTranslation(glm::vec3(light->getPosition().x, light->getPosition().y, light->getPosition().z));
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glm::quat spotRotation = rotationBetween(glm::vec3(0.0f, 0.0f, -1.0f), light->getDirection());
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spotRotation = light->getOrientation();
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model.postRotate(spotRotation);
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float base = expandedRadius * glm::tan(light->getSpotAngle());
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float height = expandedRadius;
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model.postScale(glm::vec3(base, base, height));
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model.postScale(glm::vec3(height, height, height));
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batch.setModelTransform(model);
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auto mesh = getSpotLightMesh();
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@ -575,8 +594,8 @@ void DeferredLightingEffect::setupTransparent(RenderArgs* args, int lightBufferU
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args->_batch->setUniformBuffer(lightBufferUnit, globalLight->getSchemaBuffer());
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}
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void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocations& locations) {
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auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string((lightVolume ? deferred_light_limited_vert : deferred_light_vert))));
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void DeferredLightingEffect::loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& pipeline, LightLocations& locations) {
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auto VS = gpu::ShaderPointer(gpu::Shader::createVertex(std::string(vertSource)));
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auto PS = gpu::ShaderPointer(gpu::Shader::createPixel(std::string(fragSource)));
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gpu::ShaderPointer program = gpu::ShaderPointer(gpu::Shader::createProgram(VS, PS));
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@ -605,6 +624,7 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool light
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locations.ambientSphere = program->getUniforms().findLocation("ambientSphere.L00");
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locations.invViewMat = program->getUniforms().findLocation("invViewMat");
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locations.texcoordMat = program->getUniforms().findLocation("texcoordMat");
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locations.coneParam = program->getUniforms().findLocation("coneParam");
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#if (GPU_FEATURE_PROFILE == GPU_CORE)
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locations.lightBufferUnit = program->getBuffers().findLocation("lightBuffer");
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@ -621,7 +641,8 @@ void DeferredLightingEffect::loadLightProgram(const char* fragSource, bool light
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// No need for z test since the depth buffer is not bound state->setDepthTest(true, false, gpu::LESS_EQUAL);
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// TODO: We should bind the true depth buffer both as RT and texture for the depth test
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// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
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state->setDepthClampEnable(true);
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// additive blending
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state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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} else {
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@ -659,30 +680,44 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
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_spotLightMesh.reset(new model::Mesh());
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int slices = 16;
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int vertices = 2 + slices;
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int rings = 3;
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int vertices = 2 + rings * slices;
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int originVertex = vertices - 2;
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int capVertex = vertices - 1;
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int verticesSize = vertices * 3 * sizeof(float);
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int indices = 3 * slices * 2;
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int indices = 3 * slices * (1 + 1 + 2 * (rings -1));
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int ringFloatOffset = slices * 3;
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GLfloat* vertexData = new GLfloat[verticesSize];
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GLfloat* vertex = vertexData;
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GLfloat* vertexRing0 = vertexData;
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GLfloat* vertexRing1 = vertexRing0 + ringFloatOffset;
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GLfloat* vertexRing2 = vertexRing1 + ringFloatOffset;
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for (int i = 0; i < slices; i++) {
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float theta = TWO_PI * i / slices;
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*(vertex++) = cosf(theta);
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*(vertex++) = sinf(theta);
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*(vertex++) = -1.0f;
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auto cosin = glm::vec2(cosf(theta), sinf(theta));
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*(vertexRing0++) = cosin.x;
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*(vertexRing0++) = cosin.y;
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*(vertexRing0++) = 0.0f;
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*(vertexRing1++) = cosin.x;
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*(vertexRing1++) = cosin.y;
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*(vertexRing1++) = 0.33f;
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*(vertexRing2++) = cosin.x;
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*(vertexRing2++) = cosin.y;
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*(vertexRing2++) = 0.66f;
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}
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*(vertex++) = 0.0f;
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*(vertex++) = 0.0f;
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*(vertex++) = 0.0f;
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*(vertexRing2++) = 0.0f;
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*(vertexRing2++) = 0.0f;
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*(vertexRing2++) = -1.0f;
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*(vertex++) = 0.0f;
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*(vertex++) = 0.0f;
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*(vertex++) = -1.0f;
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*(vertexRing2++) = 0.0f;
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*(vertexRing2++) = 0.0f;
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*(vertexRing2++) = 1.0f;
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_spotLightMesh->setVertexBuffer(gpu::BufferView(new gpu::Buffer(verticesSize, (gpu::Byte*) vertexData), gpu::Element::VEC3F_XYZ));
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delete[] vertexData;
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@ -696,9 +731,30 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
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int s1 = ((i + 1) % slices);
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*(index++) = s0;
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*(index++) = s1;
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int s2 = s0 + slices;
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int s3 = s1 + slices;
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*(index++) = s1;
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*(index++) = s0;
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*(index++) = s2;
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*(index++) = s1;
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*(index++) = s2;
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*(index++) = s3;
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int s4 = s2 + slices;
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int s5 = s3 + slices;
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*(index++) = s3;
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*(index++) = s2;
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*(index++) = s4;
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*(index++) = s3;
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*(index++) = s4;
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*(index++) = s5;
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*(index++) = s5;
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*(index++) = s4;
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*(index++) = capVertex;
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}
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@ -706,7 +762,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() {
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delete[] indexData;
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model::Mesh::Part part(0, indices, 0, model::Mesh::TRIANGLES);
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_spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(sizeof(part), (gpu::Byte*) &part), gpu::Element::PART_DRAWCALL));
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_spotLightMesh->makeBufferStream();
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|
|
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@ -96,13 +96,13 @@ private:
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int atmosphereBufferUnit;
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int invViewMat;
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int texcoordMat;
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int coneParam;
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};
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|
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model::MeshPointer _spotLightMesh;
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model::MeshPointer getSpotLightMesh();
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// static void loadLightProgram(const char* fragSource, bool limited, ProgramObject& program, LightLocations& locations);
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static void loadLightProgram(const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocations& locations);
|
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static void loadLightProgram(const char* vertSource, const char* fragSource, bool lightVolume, gpu::PipelinePointer& program, LightLocations& locations);
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gpu::PipelinePointer getPipeline(SimpleProgramKey config);
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@ -137,33 +137,7 @@ private:
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LightLocations _pointLightLocations;
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gpu::PipelinePointer _spotLight;
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LightLocations _spotLightLocations;
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/*
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ProgramObject _directionalSkyboxLight;
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LightLocations _directionalSkyboxLightLocations;
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ProgramObject _directionalSkyboxLightShadowMap;
|
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LightLocations _directionalSkyboxLightShadowMapLocations;
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ProgramObject _directionalSkyboxLightCascadedShadowMap;
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LightLocations _directionalSkyboxLightCascadedShadowMapLocations;
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ProgramObject _directionalAmbientSphereLight;
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LightLocations _directionalAmbientSphereLightLocations;
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ProgramObject _directionalAmbientSphereLightShadowMap;
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LightLocations _directionalAmbientSphereLightShadowMapLocations;
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ProgramObject _directionalAmbientSphereLightCascadedShadowMap;
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LightLocations _directionalAmbientSphereLightCascadedShadowMapLocations;
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ProgramObject _directionalLight;
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LightLocations _directionalLightLocations;
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ProgramObject _directionalLightShadowMap;
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LightLocations _directionalLightShadowMapLocations;
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ProgramObject _directionalLightCascadedShadowMap;
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LightLocations _directionalLightCascadedShadowMapLocations;
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ProgramObject _pointLight;
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LightLocations _pointLightLocations;
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ProgramObject _spotLight;
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LightLocations _spotLightLocations;
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*/
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class PointLight {
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public:
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glm::vec4 position;
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|
|
|
@ -19,16 +19,12 @@
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|||
uniform mat4 texcoordMat;
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||||
|
||||
void main(void) {
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||||
// gl_Position = ftransform();
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||||
|
||||
// standard transform
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||||
TransformCamera cam = getTransformCamera();
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||||
TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>;
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vec4 projected = gl_Position / gl_Position.w;
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// gl_TexCoord[0] = vec4(dot(projected, gl_ObjectPlaneS[3]) * gl_Position.w,
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// dot(projected, gl_ObjectPlaneT[3]) * gl_Position.w, 0.0, gl_Position.w);
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gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
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dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
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}
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|
|
47
libraries/render-utils/src/deferred_light_spot.slv
Executable file
47
libraries/render-utils/src/deferred_light_spot.slv
Executable file
|
@ -0,0 +1,47 @@
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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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||||
//
|
||||
// deferred_light_spot.vert
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||||
// vertex shader
|
||||
//
|
||||
// Created by Sam Gateau on 7/8/15.
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||||
// Copyright 2015 High Fidelity, Inc.
|
||||
//
|
||||
// Distributed under the Apache License, Version 2.0.
|
||||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
uniform mat4 texcoordMat;
|
||||
uniform vec4 coneParam;
|
||||
|
||||
void main(void) {
|
||||
vec4 coneVertex = gl_Vertex;
|
||||
if (coneParam.w != 0.0) {
|
||||
if(coneVertex.z >= 0.0) {
|
||||
// Evaluate the true position of the spot volume
|
||||
vec2 dir = float(coneVertex.z < 0.5f) * (coneParam.xy
|
||||
+ vec2(coneParam.y, -coneParam.x) * coneParam.z * float(coneVertex.z > 0.0f))
|
||||
+ float(coneVertex.z > 0.5f) * (vec2(1.0, 0.0)
|
||||
+ vec2(0.0, coneParam.z) * float(coneVertex.z < 1.0f));
|
||||
|
||||
coneVertex.xy *= dir.y;
|
||||
coneVertex.z = -dir.x;
|
||||
} else {
|
||||
coneVertex.z = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, coneVertex, gl_Position)$>;
|
||||
|
||||
vec4 projected = gl_Position / gl_Position.w;
|
||||
gl_TexCoord[0] = vec4(dot(projected, texcoordMat[0]) * gl_Position.w,
|
||||
dot(projected, texcoordMat[1]) * gl_Position.w, 0.0, gl_Position.w);
|
||||
}
|
Loading…
Reference in a new issue