Fixed compilation error with transparent procedurals

This commit is contained in:
Olivier Prat 2018-05-11 11:01:24 +02:00
parent b0d19bc08e
commit 9e462e777c

View file

@ -270,18 +270,24 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
// Leave this here for debugging
// qCDebug(procedural) << "FragmentShader:\n" << fragmentShaderSource.c_str();
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel0"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel1"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel2"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel3"), 3));
_opaqueFragmentShader = gpu::Shader::createPixel(opaqueShaderSource);
_opaqueShader = gpu::Shader::createProgram(_vertexShader, _opaqueFragmentShader);
_transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource);
_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
gpu::Shader::makeProgram(*_opaqueShader, slotBindings);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel0"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel1"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel2"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel3"), 3));
gpu::Shader::makeProgram(*_opaqueShader, slotBindings);
gpu::Shader::makeProgram(*_transparentShader, slotBindings);
if (!transparentShaderSource.empty() && transparentShaderSource != opaqueShaderSource) {
_transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource);
_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
gpu::Shader::makeProgram(*_transparentShader, slotBindings);
} else {
_transparentFragmentShader = _opaqueFragmentShader;
_transparentShader = _opaqueShader;
}
_opaquePipeline = gpu::Pipeline::create(_opaqueShader, _opaqueState);
_transparentPipeline = gpu::Pipeline::create(_transparentShader, _transparentState);