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Merged with master and fixed tablet NoAA flag
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2d71d7da9f
commit
2eb7be26cf
5 changed files with 12 additions and 10 deletions
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@ -218,9 +218,9 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testMask(*state);
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PrepareStencil::testNoAA(*state);
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// Good to go add the brand new pipeline
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_antialiasingPipeline = gpu::Pipeline::create(program, state);
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@ -241,7 +241,7 @@ const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testMask(*state);
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PrepareStencil::testNoAA(*state);
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// Good to go add the brand new pipeline
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@ -272,7 +272,7 @@ const gpu::PipelinePointer& Antialiasing::getDebugBlendPipeline() {
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gpu::Shader::makeProgram(*program, slotBindings);
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gpu::StatePointer state = gpu::StatePointer(new gpu::State());
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PrepareStencil::testMask(*state);
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PrepareStencil::testNoAA(*state);
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// Good to go add the brand new pipeline
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@ -37,7 +37,7 @@ void main(void) {
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skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
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// pass along the color
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_color = colorToLinearRGB(inColor.rgb);
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_color = color_sRGBToLinear(inColor.rgb);
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_alpha = inColor.a;
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TexMapArray texMapArray = getTexMapArray();
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@ -2,7 +2,7 @@
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// skin_model_fade.vert
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// skin_model_fade_dq.vert
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// vertex shader
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//
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// Created by Olivier Prat on 06/045/17.
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@ -38,7 +38,7 @@ void main(void) {
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skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
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// pass along the color
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_color = colorToLinearRGB(inColor.rgb);
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_color = color_sRGBToLinear(inColor.rgb);
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_alpha = inColor.a;
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TexMapArray texMapArray = getTexMapArray();
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@ -39,7 +39,7 @@ void main(void) {
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skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, inTangent.xyz, position, interpolatedNormal.xyz, interpolatedTangent.xyz);
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// pass along the color
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_color = colorToLinearRGB(inColor.rgb);
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_color = color_sRGBToLinear(inColor.rgb);
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_alpha = inColor.a;
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TexMapArray texMapArray = getTexMapArray();
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@ -2,7 +2,7 @@
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// skin_model_normal_map.vert
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// skin_model_normal_map_fade_dq.vert
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// vertex shader
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//
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// Created by Andrzej Kapolka on 10/29/13.
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@ -30,6 +30,7 @@ out vec3 _normal;
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out vec3 _tangent;
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out vec3 _color;
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out float _alpha;
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out vec4 _worldPosition;
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void main(void) {
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vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
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@ -39,7 +40,7 @@ void main(void) {
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skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, inTangent.xyz, position, interpolatedNormal.xyz, interpolatedTangent.xyz);
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// pass along the color
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_color = colorToLinearRGB(inColor.rgb);
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_color = color_sRGBToLinear(inColor.rgb);
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_alpha = inColor.a;
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TexMapArray texMapArray = getTexMapArray();
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@ -53,6 +54,7 @@ void main(void) {
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
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<$transformModelToWorldPos(obj, position, _worldPosition)$>
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<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
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<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
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