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Merge pull request #13156 from Zvork/RC67.1
Bug fix for Manuscript issue 15019 : "Translucent Model over Procedural SHader is broken"
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commit
5866442bf6
2 changed files with 20 additions and 11 deletions
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@ -35,8 +35,11 @@ void main(void) {
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#ifdef PROCEDURAL
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vec3 color = getSkyboxColor();
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// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
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color = pow(color, vec3(2.2));
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// Protect from NaNs and negative values
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color = mix(color, vec3(0), isnan(color));
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color = max(color, vec3(0));
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// Procedural Shaders are expected to be Gamma corrected so let's bring back the RGB in linear space for the rest of the pipeline
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color = pow(color, vec3(2.2));
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_fragColor = vec4(color, 0.0);
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// FIXME: scribe does not yet scrub out else statements
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@ -270,18 +270,24 @@ 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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_opaqueFragmentShader = gpu::Shader::createPixel(opaqueShaderSource);
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_opaqueShader = gpu::Shader::createProgram(_vertexShader, _opaqueFragmentShader);
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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(*_opaqueShader, slotBindings);
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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::makeProgram(*_opaqueShader, slotBindings);
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gpu::Shader::makeProgram(*_transparentShader, 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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_opaquePipeline = gpu::Pipeline::create(_opaqueShader, _opaqueState);
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_transparentPipeline = gpu::Pipeline::create(_transparentShader, _transparentState);
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