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Fix build failures after parabola merge
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parent
df031b5d93
commit
6ed7512112
4 changed files with 9 additions and 15 deletions
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@ -12,11 +12,9 @@
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#include <StencilMaskPass.h>
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#include <StencilMaskPass.h>
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#include <DependencyManager.h>
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#include <DependencyManager.h>
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#include <shaders/Shaders.h>
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#include "ParabolaPick.h"
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#include "ParabolaPick.h"
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#include "render-utils/parabola_vert.h"
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#include "render-utils/parabola_frag.h"
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const glm::vec4 ParabolaPointer::RenderState::ParabolaRenderItem::DEFAULT_PARABOLA_COLOR { 1.0f };
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const glm::vec4 ParabolaPointer::RenderState::ParabolaRenderItem::DEFAULT_PARABOLA_COLOR { 1.0f };
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const float ParabolaPointer::RenderState::ParabolaRenderItem::DEFAULT_PARABOLA_WIDTH { 0.01f };
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const float ParabolaPointer::RenderState::ParabolaRenderItem::DEFAULT_PARABOLA_WIDTH { 0.01f };
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const bool ParabolaPointer::RenderState::ParabolaRenderItem::DEFAULT_PARABOLA_ISVISIBLEINSECONDARYCAMERA { false };
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const bool ParabolaPointer::RenderState::ParabolaRenderItem::DEFAULT_PARABOLA_ISVISIBLEINSECONDARYCAMERA { false };
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@ -326,13 +324,7 @@ void ParabolaPointer::RenderState::ParabolaRenderItem::updateKey() {
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const gpu::PipelinePointer ParabolaPointer::RenderState::ParabolaRenderItem::getParabolaPipeline() {
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const gpu::PipelinePointer ParabolaPointer::RenderState::ParabolaRenderItem::getParabolaPipeline() {
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if (!_parabolaPipeline || !_transparentParabolaPipeline) {
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if (!_parabolaPipeline || !_transparentParabolaPipeline) {
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auto vs = parabola_vert::getShader();
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gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::parabola);
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auto ps = parabola_frag::getShader();
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gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
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gpu::Shader::BindingSet slotBindings;
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slotBindings.insert(gpu::Shader::Binding(std::string("parabolaData"), 0));
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gpu::Shader::makeProgram(*program, slotBindings);
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{
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{
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auto state = std::make_shared<gpu::State>();
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auto state = std::make_shared<gpu::State>();
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@ -9,9 +9,9 @@
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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//
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in vec4 _color;
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layout(location=0) in vec4 _color;
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out vec4 _fragColor;
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layout(location=0) out vec4 _fragColor;
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void main(void) {
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void main(void) {
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_fragColor = _color;
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_fragColor = _color;
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@ -12,7 +12,7 @@
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<@include gpu/Transform.slh@>
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<@include gpu/Transform.slh@>
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<$declareStandardTransform()$>
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<$declareStandardTransform()$>
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layout(std140) uniform parabolaData {
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layout(std140, binding=0) uniform parabolaData {
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vec3 velocity;
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vec3 velocity;
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float parabolicDistance;
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float parabolicDistance;
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vec3 acceleration;
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vec3 acceleration;
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@ -22,7 +22,7 @@ layout(std140) uniform parabolaData {
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ivec3 spare;
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ivec3 spare;
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};
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};
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out vec4 _color;
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layout(location=0) out vec4 _color;
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void main(void) {
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void main(void) {
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_color = color;
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_color = color;
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@ -69,6 +69,8 @@ AUTOSCRIBE_PROGRAM(NAME simple_textured_unlit_fade VERTEX simple_fade)
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AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured_fade VERTEX simple_fade)
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AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured_fade VERTEX simple_fade)
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AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured_unlit_fade VERTEX simple_fade)
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AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured_unlit_fade VERTEX simple_fade)
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AUTOSCRIBE_PROGRAM(NAME parabola)
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AUTOSCRIBE_PROGRAM(NAME sdf_text3D)
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AUTOSCRIBE_PROGRAM(NAME sdf_text3D)
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AUTOSCRIBE_PROGRAM(NAME sdf_text3D_transparent VERTEX sdf_text3D)
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AUTOSCRIBE_PROGRAM(NAME sdf_text3D_transparent VERTEX sdf_text3D)
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