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Moving to a simpler lighting shader
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parent
354cbbc927
commit
a537f40158
3 changed files with 9 additions and 9 deletions
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@ -218,10 +218,10 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo
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state->setStencilTest(true, 0xFF, gpu::State::StencilTest(0, 0xFF, gpu::NOT_EQUAL, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP, gpu::State::STENCIL_OP_KEEP));
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if (lightVolume) {
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state->setCullMode(gpu::State::CULL_BACK);
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state->setDepthTest(true, true, gpu::LESS_EQUAL);
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state->setCullMode(gpu::State::CULL_FRONT);
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state->setDepthTest(true, false, gpu::GREATER_EQUAL);
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state->setDepthClampEnable(true);
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//state->setDepthClampEnable(true);
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// TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases
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// additive blending
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state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE);
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@ -46,10 +46,10 @@ void main(void) {
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}
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// Kill if in front of the light volume
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float depth = frag.depthVal;
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/* float depth = frag.depthVal;
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if (depth < gl_FragCoord.z) {
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discard;
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}
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}*/
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// Need the light now
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Light light = getLight();
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@ -31,8 +31,8 @@ in vec4 _texCoord0;
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out vec4 _fragColor;
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void main(void) {
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_fragColor = vec4(1.0, 0.0, 0.0, 1.0);//
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return;
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/* _fragColor = vec4(1.0, 0.0, 0.0, 1.0);//
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return;*/
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DeferredFrameTransform deferredTransform = getDeferredFrameTransform();
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// Grab the fragment data from the uv
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@ -47,9 +47,9 @@ void main(void) {
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// Kill if in front of the light volume
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float depth = frag.depthVal;
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if (depth < gl_FragCoord.z) {
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/* if (depth < gl_FragCoord.z) {
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discard;
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}
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}*/
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// Need the light now
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Light light = getLight();
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