From 9e462e777cd027db0b3d277eefde709b370da1e7 Mon Sep 17 00:00:00 2001 From: Olivier Prat Date: Fri, 11 May 2018 11:01:24 +0200 Subject: [PATCH] Fixed compilation error with transparent procedurals --- .../procedural/src/procedural/Procedural.cpp | 24 ++++++++++++------- 1 file changed, 15 insertions(+), 9 deletions(-) diff --git a/libraries/procedural/src/procedural/Procedural.cpp b/libraries/procedural/src/procedural/Procedural.cpp index c155d5bd7f..259da163dd 100644 --- a/libraries/procedural/src/procedural/Procedural.cpp +++ b/libraries/procedural/src/procedural/Procedural.cpp @@ -270,18 +270,24 @@ 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)); + _opaqueFragmentShader = gpu::Shader::createPixel(opaqueShaderSource); _opaqueShader = gpu::Shader::createProgram(_vertexShader, _opaqueFragmentShader); - _transparentFragmentShader = gpu::Shader::createPixel(transparentShaderSource); - _transparentShader = gpu::Shader::createProgram(_vertexShader, _transparentFragmentShader); + gpu::Shader::makeProgram(*_opaqueShader, slotBindings); - 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::makeProgram(*_opaqueShader, slotBindings); - gpu::Shader::makeProgram(*_transparentShader, 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; + } _opaquePipeline = gpu::Pipeline::create(_opaqueShader, _opaqueState); _transparentPipeline = gpu::Pipeline::create(_transparentShader, _transparentState);