Merge pull request #13201 from samcake/brown

Fix Flickery Procedural Shader
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Sam Gateau 2018-05-18 16:11:21 -07:00 committed by GitHub
commit 8ae253019c
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@ -272,24 +272,29 @@ void Procedural::prepare(gpu::Batch& batch, const glm::vec3& position, const glm
// Leave this here for debugging
// qCDebug(procedural) << "FragmentShader:\n" << fragmentShaderSource.c_str();
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel0"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel1"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel2"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel3"), 3));
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel0"), 0));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel1"), 1));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel2"), 2));
slotBindings.insert(gpu::Shader::Binding(std::string("iChannel3"), 3));
// TODO: THis is a simple fix, we need a cleaner way to provide the "hosting" program for procedural custom shaders to be defined together with the required bindings.
const int PROCEDURAL_PROGRAM_LIGHTING_MODEL_SLOT = 3;
slotBindings.insert(gpu::Shader::Binding(std::string("lightingModelBuffer"), PROCEDURAL_PROGRAM_LIGHTING_MODEL_SLOT));
_opaqueFragmentShader = gpu::Shader::createPixel(opaqueShaderSource);
_opaqueShader = gpu::Shader::createProgram(_vertexShader, _opaqueFragmentShader);
gpu::Shader::makeProgram(*_opaqueShader, slotBindings);
gpu::Shader::makeProgram(*_opaqueShader, slotBindings);
if (!transparentShaderSource.empty() && transparentShaderSource != opaqueShaderSource) {
_transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource);
_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
gpu::Shader::makeProgram(*_transparentShader, slotBindings);
} else {
_transparentFragmentShader = _opaqueFragmentShader;
_transparentShader = _opaqueShader;
}
if (!transparentShaderSource.empty() && transparentShaderSource != opaqueShaderSource) {
_transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource);
_transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader);
gpu::Shader::makeProgram(*_transparentShader, slotBindings);
} else {
_transparentFragmentShader = _opaqueFragmentShader;
_transparentShader = _opaqueShader;
}
_opaquePipeline = gpu::Pipeline::create(_opaqueShader, _opaqueState);
_transparentPipeline = gpu::Pipeline::create(_transparentShader, _transparentState);