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Fixing the procedural shader flickering key lighting, this is due to the LightingMOdel binding slot not assigned
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1 changed files with 19 additions and 14 deletions
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@ -272,24 +272,29 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
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// Leave this here for debugging
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// qCDebug(procedural) << "FragmentShader:\n" << fragmentShaderSource.c_str();
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel0"), 0));
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel1"), 1));
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel2"), 2));
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel3"), 3));
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel0"), 0));
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel1"), 1));
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel2"), 2));
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slotBindings.insert(gpu::Shader::Binding(std::string("iChannel3"), 3));
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// TODO: THis is a simple fix, we need a cleaner way to provide the "hosting" program for procedural custom shaders to be defined together with the required bindings.
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const int PROCEDURAL_PROGRAM_LIGHTING_MODEL_SLOT = 3;
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slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), PROCEDURAL_PROGRAM_LIGHTING_MODEL_SLOT));
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_opaqueFragmentShader = gpu::Shader::createPixel(opaqueShaderSource);
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_opaqueShader = gpu::Shader::createProgram(_vertexShader, _opaqueFragmentShader);
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gpu::Shader::makeProgram(*_opaqueShader, slotBindings);
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gpu::Shader::makeProgram(*_opaqueShader, slotBindings);
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if (!transparentShaderSource.empty() && transparentShaderSource != opaqueShaderSource) {
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_transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource);
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_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
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gpu::Shader::makeProgram(*_transparentShader, slotBindings);
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} else {
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_transparentFragmentShader = _opaqueFragmentShader;
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_transparentShader = _opaqueShader;
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}
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if (!transparentShaderSource.empty() && transparentShaderSource != opaqueShaderSource) {
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_transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource);
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_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
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gpu::Shader::makeProgram(*_transparentShader, slotBindings);
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} else {
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_transparentFragmentShader = _opaqueFragmentShader;
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_transparentShader = _opaqueShader;
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}
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_opaquePipeline = gpu::Pipeline::create(_opaqueShader, _opaqueState);
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_transparentPipeline = gpu::Pipeline::create(_transparentShader, _transparentState);
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