Fixed some shader program link errors

This commit is contained in:
Olivier Prat 2018-04-13 17:14:19 +02:00
parent 190e9313c7
commit 8ef25301cb
12 changed files with 75 additions and 75 deletions

View file

@ -22,19 +22,19 @@
<@include Fade.slh@> <@include Fade.slh@>
<$declareFadeFragment()$> <$declareFadeFragment()$>
in vec4 _position; in vec4 _positionES;
in vec2 _texCoord0; in vec2 _texCoord0;
in vec2 _texCoord1; in vec2 _texCoord1;
in vec3 _normal; in vec3 _normalWS;
in vec3 _color; in vec3 _color;
in vec4 _worldPosition; in vec4 _positionWS;
void main(void) { void main(void) {
vec3 fadeEmissive; vec3 fadeEmissive;
FadeObjectParams fadeParams; FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$> <$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive); applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
@ -61,7 +61,7 @@ void main(void) {
float scattering = getMaterialScattering(mat); float scattering = getMaterialScattering(mat);
packDeferredFragment( packDeferredFragment(
normalize(_normal), normalize(_normalWS),
opacity, opacity,
albedo, albedo,
roughness, roughness,

View file

@ -22,9 +22,9 @@
out float _alpha; out float _alpha;
out vec2 _texCoord0; out vec2 _texCoord0;
out vec2 _texCoord1; out vec2 _texCoord1;
out vec4 _position; out vec4 _positionES;
out vec4 _worldPosition; out vec4 _positionWS;
out vec3 _normal; out vec3 _normalWS;
out vec3 _color; out vec3 _color;
void main(void) { void main(void) {
@ -38,7 +38,7 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$> <$transformModelToWorldPos(obj, inPosition, _positionWS)$>
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
} }

View file

@ -2,7 +2,7 @@
<$VERSION_HEADER$> <$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$> // Generated on <$_SCRIBE_DATE$>
// //
// model_normal_specular_map_fade.frag // model_normal_map_fade.frag
// fragment shader // fragment shader
// //
// Created by Olivier Prat on 06/05/17. // Created by Olivier Prat on 06/05/17.
@ -22,20 +22,20 @@
<@include Fade.slh@> <@include Fade.slh@>
<$declareFadeFragment()$> <$declareFadeFragment()$>
in vec4 _position; in vec4 _positionES;
in vec2 _texCoord0; in vec2 _texCoord0;
in vec2 _texCoord1; in vec2 _texCoord1;
in vec3 _normal; in vec3 _normalWS;
in vec3 _tangent; in vec3 _tangentWS;
in vec3 _color; in vec3 _color;
in vec4 _worldPosition; in vec4 _positionWS;
void main(void) { void main(void) {
vec3 fadeEmissive; vec3 fadeEmissive;
FadeObjectParams fadeParams; FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$> <$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive); applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
@ -56,8 +56,8 @@ void main(void) {
vec3 emissive = getMaterialEmissive(mat); vec3 emissive = getMaterialEmissive(mat);
<$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>; <$evalMaterialEmissive(emissiveTex, emissive, matKey, emissive)$>;
vec3 fragNormal; vec3 fragNormalWS;
<$evalMaterialNormalLOD(_position, normalTex, _normal, _tangent, fragNormal)$> <$evalMaterialNormalLOD(_positionES, normalTex, _normalWS, _tangentWS, fragNormalWS)$>
float metallic = getMaterialMetallic(mat); float metallic = getMaterialMetallic(mat);
<$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>; <$evalMaterialMetallic(metallicTex, metallic, matKey, metallic)$>;
@ -65,12 +65,12 @@ void main(void) {
float scattering = getMaterialScattering(mat); float scattering = getMaterialScattering(mat);
packDeferredFragment( packDeferredFragment(
normalize(fragNormal.xyz), normalize(fragNormalWS.xyz),
opacity, opacity,
albedo, albedo,
roughness, roughness,
metallic, metallic,
emissive+fadeEmissive, emissive + fadeEmissive,
occlusionTex, occlusionTex,
scattering); scattering);
} }

View file

@ -20,12 +20,12 @@
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$> <$declareMaterialTexMapArrayBuffer()$>
out vec4 _position; out vec4 _positionES;
out vec4 _worldPosition; out vec4 _positionWS;
out vec2 _texCoord0; out vec2 _texCoord0;
out vec2 _texCoord1; out vec2 _texCoord1;
out vec3 _normal; out vec3 _normalWS;
out vec3 _tangent; out vec3 _tangentWS;
out vec3 _color; out vec3 _color;
out float _alpha; out float _alpha;
@ -41,8 +41,8 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, inPosition, _position, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, inPosition, _positionES, gl_Position)$>
<$transformModelToWorldPos(obj, inPosition, _worldPosition)$> <$transformModelToWorldPos(obj, inPosition, _positionWS)$>
<$transformModelToWorldDir(cam, obj, inNormal.xyz, _normal)$> <$transformModelToWorldDir(cam, obj, inNormal.xyz, _normalWS)$>
<$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangent)$> <$transformModelToWorldDir(cam, obj, inTangent.xyz, _tangentWS)$>
} }

View file

@ -24,7 +24,7 @@
in vec2 _texCoord0; in vec2 _texCoord0;
in vec3 _color; in vec3 _color;
in float _alpha; in float _alpha;
in vec4 _worldPosition; in vec4 _positionWS;
out vec4 _fragColor; out vec4 _fragColor;
@ -33,7 +33,7 @@ void main(void) {
FadeObjectParams fadeParams; FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$> <$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive); applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);

View file

@ -23,17 +23,17 @@
<$declareMaterialTextures(ALBEDO)$> <$declareMaterialTextures(ALBEDO)$>
in vec2 _texCoord0; in vec2 _texCoord0;
in vec3 _normal; in vec3 _normalWS;
in vec3 _color; in vec3 _color;
in float _alpha; in float _alpha;
in vec4 _worldPosition; in vec4 _positionWS;
void main(void) { void main(void) {
vec3 fadeEmissive; vec3 fadeEmissive;
FadeObjectParams fadeParams; FadeObjectParams fadeParams;
<$fetchFadeObjectParams(fadeParams)$> <$fetchFadeObjectParams(fadeParams)$>
applyFade(fadeParams, _worldPosition.xyz, fadeEmissive); applyFade(fadeParams, _positionWS.xyz, fadeEmissive);
Material mat = getMaterial(); Material mat = getMaterial();
BITFIELD matKey = getMaterialKey(mat); BITFIELD matKey = getMaterialKey(mat);
@ -48,7 +48,7 @@ void main(void) {
albedo *= _color; albedo *= _color;
albedo += fadeEmissive; albedo += fadeEmissive;
packDeferredFragmentUnlit( packDeferredFragmentUnlit(
normalize(_normal), normalize(_normalWS),
opacity, opacity,
albedo * isUnlitEnabled()); albedo * isUnlitEnabled());
} }

View file

@ -23,13 +23,13 @@
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$> <$declareMaterialTexMapArrayBuffer()$>
out vec4 _position; out vec4 _positionES;
out vec2 _texCoord0; out vec2 _texCoord0;
out vec2 _texCoord1; out vec2 _texCoord1;
out vec3 _normal; out vec3 _normalWS;
out vec3 _color; out vec3 _color;
out float _alpha; out float _alpha;
out vec4 _worldPosition; out vec4 _positionWS;
void main(void) { void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0); vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
@ -48,7 +48,7 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
<$transformModelToWorldPos(obj, position, _worldPosition)$> <$transformModelToWorldPos(obj, position, _positionWS)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normalWS.xyz)$>
} }

View file

@ -23,13 +23,13 @@
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$> <$declareMaterialTexMapArrayBuffer()$>
out vec4 _position; out vec4 _positionES;
out vec2 _texCoord0; out vec2 _texCoord0;
out vec2 _texCoord1; out vec2 _texCoord1;
out vec3 _normal; out vec3 _normalWS;
out vec3 _color; out vec3 _color;
out float _alpha; out float _alpha;
out vec4 _worldPosition; out vec4 _positionWS;
void main(void) { void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0); vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
@ -48,7 +48,7 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
<$transformModelToWorldPos(obj, position, _worldPosition)$> <$transformModelToWorldPos(obj, position, _positionWS)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, _normalWS.xyz)$>
} }

View file

@ -23,11 +23,11 @@
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$> <$declareMaterialTexMapArrayBuffer()$>
out vec4 _position; out vec4 _positionES;
out vec2 _texCoord0; out vec2 _texCoord0;
out vec2 _texCoord1; out vec2 _texCoord1;
out vec3 _normal; out vec3 _normalWS;
out vec3 _tangent; out vec3 _tangentWS;
out vec3 _color; out vec3 _color;
out float _alpha; out float _alpha;
@ -52,10 +52,10 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
_normal = interpolatedNormal.xyz; _normalWS = interpolatedNormal.xyz;
_tangent = interpolatedTangent.xyz; _tangentWS = interpolatedTangent.xyz;
} }

View file

@ -23,11 +23,11 @@
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$> <$declareMaterialTexMapArrayBuffer()$>
out vec4 _position; out vec4 _positionES;
out vec2 _texCoord0; out vec2 _texCoord0;
out vec2 _texCoord1; out vec2 _texCoord1;
out vec3 _normal; out vec3 _normalWS;
out vec3 _tangent; out vec3 _tangentWS;
out vec3 _color; out vec3 _color;
out float _alpha; out float _alpha;
@ -52,10 +52,10 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
_normal = interpolatedNormal.xyz; _normalWS = interpolatedNormal.xyz;
_tangent = interpolatedTangent.xyz; _tangentWS = interpolatedTangent.xyz;
} }

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@ -23,14 +23,14 @@
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$> <$declareMaterialTexMapArrayBuffer()$>
out vec4 _position; out vec4 _positionES;
out vec2 _texCoord0; out vec2 _texCoord0;
out vec2 _texCoord1; out vec2 _texCoord1;
out vec3 _normal; out vec3 _normalWS;
out vec3 _tangent; out vec3 _tangentWS;
out vec3 _color; out vec3 _color;
out float _alpha; out float _alpha;
out vec4 _worldPosition; out vec4 _positionWS;
void main(void) { void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0); vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
@ -53,11 +53,11 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
<$transformModelToWorldPos(obj, position, _worldPosition)$> <$transformModelToWorldPos(obj, position, _positionWS)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
_normal = interpolatedNormal.xyz; _normalWS = interpolatedNormal.xyz;
_tangent = interpolatedTangent.xyz; _tangentWS = interpolatedTangent.xyz;
} }

View file

@ -23,14 +23,14 @@
<@include MaterialTextures.slh@> <@include MaterialTextures.slh@>
<$declareMaterialTexMapArrayBuffer()$> <$declareMaterialTexMapArrayBuffer()$>
out vec4 _position; out vec4 _positionES;
out vec2 _texCoord0; out vec2 _texCoord0;
out vec2 _texCoord1; out vec2 _texCoord1;
out vec3 _normal; out vec3 _normalWS;
out vec3 _tangent; out vec3 _tangentWS;
out vec3 _color; out vec3 _color;
out float _alpha; out float _alpha;
out vec4 _worldPosition; out vec4 _positionWS;
void main(void) { void main(void) {
vec4 position = vec4(0.0, 0.0, 0.0, 0.0); vec4 position = vec4(0.0, 0.0, 0.0, 0.0);
@ -53,11 +53,11 @@ void main(void) {
// standard transform // standard transform
TransformCamera cam = getTransformCamera(); TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject(); TransformObject obj = getTransformObject();
<$transformModelToEyeAndClipPos(cam, obj, position, _position, gl_Position)$> <$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
<$transformModelToWorldPos(obj, position, _worldPosition)$> <$transformModelToWorldPos(obj, position, _positionWS)$>
<$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
<$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$> <$transformModelToWorldDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
_normal = interpolatedNormal.xyz; _normalWS = interpolatedNormal.xyz;
_tangent = interpolatedTangent.xyz; _tangentWS = interpolatedTangent.xyz;
} }