moving polyLineEntity over to core profile

This commit is contained in:
ericrius1 2015-08-07 11:41:55 -07:00
parent 3910cb0d69
commit d735c85806
4 changed files with 57 additions and 31 deletions

View file

@ -11,44 +11,68 @@
<@if not DEFERRED_BUFFER_WRITE_SLH@>
<@def DEFERRED_BUFFER_WRITE_SLH@>
layout(location = 0) out vec4 _fragColor0;
layout(location = 1) out vec4 _fragColor1;
layout(location = 2) out vec4 _fragColor2;
// the glow intensity
uniform float glowIntensity;
// the alpha threshold
uniform float alphaThreshold;
uniform sampler2D normalFittingMap;
vec3 bestFitNormal(vec3 normal) {
vec3 absNorm = abs(normal);
float maxNAbs = max(absNorm.z, max(absNorm.x, absNorm.y));
vec2 texcoord = (absNorm.z < maxNAbs ?
(absNorm.y < maxNAbs ? absNorm.yz : absNorm.xz) :
absNorm.xy);
texcoord = (texcoord.x < texcoord.y ? texcoord.yx : texcoord.xy);
texcoord.y /= texcoord.x;
vec3 cN = normal / maxNAbs;
float fittingScale = texture(normalFittingMap, texcoord).a;
cN *= fittingScale;
return (cN * 0.5 + 0.5);
}
float evalOpaqueFinalAlpha(float alpha, float mapAlpha) {
return mix(alpha * glowIntensity, 1.0 - alpha * glowIntensity, step(mapAlpha, alphaThreshold));
}
const vec3 DEFAULT_SPECULAR = vec3(0.1);
const float DEFAULT_SHININESS = 10;
void packDeferredFragment(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
if (alpha != glowIntensity) {
discard;
}
gl_FragData[0] = vec4(diffuse.rgb, alpha);
gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[2] = vec4(specular, shininess / 128.0);
_fragColor0 = vec4(diffuse.rgb, alpha);
_fragColor1 = vec4(bestFitNormal(normal), 1.0);
_fragColor2 = vec4(specular, shininess / 128.0);
}
void packDeferredFragmentLightmap(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess, vec3 emissive) {
if (alpha != glowIntensity) {
discard;
}
gl_FragData[0] = vec4(diffuse.rgb, alpha);
//gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
gl_FragData[2] = vec4(emissive, shininess / 128.0);
_fragColor0 = vec4(diffuse.rgb, alpha);
//_fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
_fragColor1 = vec4(bestFitNormal(normal), 0.5);
_fragColor2 = vec4(emissive, shininess / 128.0);
}
void packDeferredFragmentTranslucent(vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess) {
if (alpha <= alphaThreshold) {
discard;
}
gl_FragData[0] = vec4(diffuse.rgb, alpha);
// gl_FragData[1] = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
// gl_FragData[2] = vec4(specular, shininess / 128.0);
}
_fragColor0 = vec4(diffuse.rgb, alpha);
// _fragColor1 = vec4(normal, 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 1.0);
// _fragColor2 = vec4(specular, shininess / 128.0);
}
<@endif@>

View file

@ -19,9 +19,9 @@
uniform sampler2D originalTexture;
// the interpolated normal
varying vec4 interpolatedNormal;
varying vec4 modelPosition;
varying vec2 varTexcoord;
in vec3 interpolatedNormal;
in vec2 varTexcoord;
in vec4 varColor;
float rand(vec2 point){
return fract(sin(dot(point.xy ,vec2(12.9898,78.233))) * 43758.5453);
@ -31,14 +31,13 @@ float rand(vec2 point){
void main(void) {
vec3 newNormal = normalize(interpolatedNormal.xyz);
vec4 texel = texture2D(originalTexture, varTexcoord);
vec4 texel = texture(originalTexture, varTexcoord);
int frontCondition = 1 -int(gl_FrontFacing) * 2;
vec3 color = gl_Color.rgb;
vec3 color = varColor.rgb;
//vec3 normal, float alpha, vec3 diffuse, vec3 specular, float shininess
packDeferredFragmentTranslucent(
newNormal * frontCondition,
interpolatedNormal * frontCondition,
texel.a,
color *texel.rgb,
vec3(0.01, 0.01, 0.01),

View file

@ -12,30 +12,29 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Inputs.slh@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
// the interpolated normal
varying vec4 interpolatedNormal;
varying vec4 modelPosition;
out vec3 interpolatedNormal;
//the diffuse texture
varying vec2 varTexcoord;
out vec2 varTexcoord;
out vec4 varColor;
void main(void) {
varTexcoord = gl_MultiTexCoord0.st;
varTexcoord = inTexCoord0.st;
// pass along the diffuse color
gl_FrontColor = gl_Color;
varColor = inColor;
// standard transform
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
modelPosition = gl_Vertex;
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
<$transformModelToEyeDir(cam, obj, inNormal.xyz, interpolatedNormal)$>
}

View file

@ -109,6 +109,8 @@
#include "sdf_text3D_vert.h"
#include "sdf_text3D_frag.h"
#include "paintStroke_vert.h"
#include "paintStroke_frag.h"
class RateCounter {
std::vector<float> times;
@ -324,6 +326,8 @@ void QTestWindow::draw() {
testShaderBuild(SkyFromAtmosphere_vert, SkyFromAtmosphere_frag);
testShaderBuild(Skybox_vert, Skybox_frag);
testShaderBuild(paintStroke_vert,paintStroke_frag);
});