Merged with master and fixed tablet NoAA flag

This commit is contained in:
Olivier Prat 2018-02-27 10:16:25 +01:00
parent 2d71d7da9f
commit 2eb7be26cf
5 changed files with 12 additions and 10 deletions

View file

@ -218,9 +218,9 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testMask(*state);
PrepareStencil::testNoAA(*state);
// Good to go add the brand new pipeline
_antialiasingPipeline = gpu::Pipeline::create(program, state);
@ -241,7 +241,7 @@ const gpu::PipelinePointer& Antialiasing::getBlendPipeline() {
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testMask(*state);
PrepareStencil::testNoAA(*state);
// Good to go add the brand new pipeline
@ -272,7 +272,7 @@ const gpu::PipelinePointer& Antialiasing::getDebugBlendPipeline() {
gpu::Shader::makeProgram(*program, slotBindings);
gpu::StatePointer state = gpu::StatePointer(new gpu::State());
PrepareStencil::testMask(*state);
PrepareStencil::testNoAA(*state);
// Good to go add the brand new pipeline

View file

@ -37,7 +37,7 @@ void main(void) {
skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
// pass along the color
_color = colorToLinearRGB(inColor.rgb);
_color = color_sRGBToLinear(inColor.rgb);
_alpha = inColor.a;
TexMapArray texMapArray = getTexMapArray();

View file

@ -2,7 +2,7 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// skin_model_fade.vert
// skin_model_fade_dq.vert
// vertex shader
//
// Created by Olivier Prat on 06/045/17.
@ -38,7 +38,7 @@ void main(void) {
skinPositionNormal(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, position, interpolatedNormal);
// pass along the color
_color = colorToLinearRGB(inColor.rgb);
_color = color_sRGBToLinear(inColor.rgb);
_alpha = inColor.a;
TexMapArray texMapArray = getTexMapArray();

View file

@ -39,7 +39,7 @@ void main(void) {
skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, inTangent.xyz, position, interpolatedNormal.xyz, interpolatedTangent.xyz);
// pass along the color
_color = colorToLinearRGB(inColor.rgb);
_color = color_sRGBToLinear(inColor.rgb);
_alpha = inColor.a;
TexMapArray texMapArray = getTexMapArray();

View file

@ -2,7 +2,7 @@
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
//
// skin_model_normal_map.vert
// skin_model_normal_map_fade_dq.vert
// vertex shader
//
// Created by Andrzej Kapolka on 10/29/13.
@ -30,6 +30,7 @@ out vec3 _normal;
out vec3 _tangent;
out vec3 _color;
out float _alpha;
out vec4 _worldPosition;
void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
@ -39,7 +40,7 @@ void main(void) {
skinPositionNormalTangent(inSkinClusterIndex, inSkinClusterWeight, inPosition, inNormal.xyz, inTangent.xyz, position, interpolatedNormal.xyz, interpolatedTangent.xyz);
// pass along the color
_color = colorToLinearRGB(inColor.rgb);
_color = color_sRGBToLinear(inColor.rgb);
_alpha = inColor.a;
TexMapArray texMapArray = getTexMapArray();
@ -53,6 +54,7 @@ void main(void) {
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$>
<$transformModelToWorldPos(obj, position, _worldPosition)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>