mirror of
https://github.com/overte-org/overte.git
synced 2025-04-21 08:04:01 +02:00
fixing the shader not compiling
This commit is contained in:
parent
6da796f735
commit
e560687371
11 changed files with 46 additions and 46 deletions
|
@ -19,7 +19,7 @@
|
|||
uniform sampler2D diffuseMap;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
|
@ -31,7 +31,7 @@ void main(void) {
|
|||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(normal.xyz),
|
||||
normalize(interpolatedNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialSpecular(mat),
|
||||
|
|
|
@ -20,7 +20,7 @@ const int MAX_TEXCOORDS = 2;
|
|||
uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
|
@ -36,7 +36,7 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, normal.xyz)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
|
||||
|
||||
normal = vec4(normalize(normal.xyz), 0.0);
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
}
|
||||
|
|
|
@ -24,7 +24,7 @@ uniform sampler2D emissiveMap;
|
|||
uniform vec2 emissiveParams;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
|
@ -39,7 +39,7 @@ void main(void) {
|
|||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(normal.xyz),
|
||||
normalize(interpolatedNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialSpecular(mat),
|
||||
|
|
|
@ -23,7 +23,7 @@ uniform mat4 texcoordMatrices[MAX_TEXCOORDS];
|
|||
attribute vec2 texcoord1;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the interpolated texcoord1
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
@ -44,8 +44,8 @@ void main(void) {
|
|||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, gl_Vertex, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, normal.xyz)$>
|
||||
<$transformModelToEyeDir(cam, obj, gl_Normal, interpolatedNormal.xyz)$>
|
||||
|
||||
normal = vec4(normalize(normal.xyz), 0.0);
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
}
|
||||
|
||||
|
|
|
@ -27,7 +27,7 @@ uniform vec2 emissiveParams;
|
|||
uniform sampler2D specularMap;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec2 interpolatedTexcoord1;
|
||||
|
||||
|
@ -42,7 +42,7 @@ void main(void) {
|
|||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentLightmap(
|
||||
normalize(normal.xyz),
|
||||
normalize(interpolatedNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
specular, // no use of getMaterialSpecular(mat)
|
||||
|
|
|
@ -23,7 +23,7 @@ uniform sampler2D diffuseMap;
|
|||
uniform sampler2D specularMap;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
|
@ -35,7 +35,7 @@ void main(void) {
|
|||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(normal.xyz),
|
||||
normalize(interpolatedNormal.xyz),
|
||||
evalOpaqueFinalAlpha(getMaterialOpacity(mat), diffuse.a),
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
specular, //getMaterialSpecular(mat),
|
||||
|
|
|
@ -19,7 +19,7 @@
|
|||
// the diffuse texture
|
||||
uniform sampler2D diffuseMap;
|
||||
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
|
@ -31,7 +31,7 @@ void main(void) {
|
|||
Material mat = getMaterial();
|
||||
|
||||
packDeferredFragmentTranslucent(
|
||||
normalize(normal.xyz),
|
||||
normalize(interpolatedNormal.xyz),
|
||||
getMaterialOpacity(mat) * diffuse.a,
|
||||
getMaterialDiffuse(mat) * diffuse.rgb * color,
|
||||
getMaterialSpecular(mat),
|
||||
|
|
|
@ -15,7 +15,7 @@
|
|||
<@include DeferredBufferWrite.slh@>
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
// the glow intensity
|
||||
//uniform float glowIntensity;
|
||||
|
@ -28,7 +28,7 @@ void main(void) {
|
|||
*/
|
||||
|
||||
packDeferredFragment(
|
||||
normalize(normal.xyz),
|
||||
normalize(interpolatedNormal.xyz),
|
||||
glowIntensity,
|
||||
gl_Color.rgb,
|
||||
gl_FrontMaterial.specular.rgb,
|
||||
|
|
|
@ -13,11 +13,11 @@
|
|||
//
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
void main(void) {
|
||||
// transform and store the normal for interpolation
|
||||
normal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
|
||||
interpolatedNormal = normalize(gl_ModelViewMatrix * vec4(gl_Normal, 0.0));
|
||||
|
||||
// pass along the diffuse color
|
||||
gl_FrontColor = gl_Color;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// skin_model.vert
|
||||
|
@ -12,8 +12,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
|
@ -26,7 +26,7 @@ attribute vec4 clusterIndices;
|
|||
attribute vec4 clusterWeights;
|
||||
|
||||
// the interpolated normal
|
||||
varying vec4 normal;
|
||||
varying vec4 interpolatedNormal;
|
||||
|
||||
varying vec3 color;
|
||||
|
||||
|
@ -37,7 +37,7 @@ void main(void) {
|
|||
mat4 clusterMatrix = clusterMatrices[int(clusterIndices[i])];
|
||||
float clusterWeight = clusterWeights[i];
|
||||
position += clusterMatrix * gl_Vertex * clusterWeight;
|
||||
normal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
|
||||
interpolatedNormal += clusterMatrix * vec4(gl_Normal, 0.0) * clusterWeight;
|
||||
}
|
||||
|
||||
// pass along the diffuse color
|
||||
|
@ -46,11 +46,11 @@ void main(void) {
|
|||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, normal.xyz, normal.xyz)$>
|
||||
|
||||
normal = vec4(normalize(normal.xyz), 0.0);
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, position, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
}
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
<@include gpu/Config.slh@>
|
||||
<$VERSION_HEADER$>
|
||||
// Generated on <$_SCRIBE_DATE$>
|
||||
//
|
||||
// skin_model_normal_map.vert
|
||||
|
@ -12,8 +12,8 @@
|
|||
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
|
||||
//
|
||||
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
<@include gpu/Transform.slh@>
|
||||
<$declareStandardTransform()$>
|
||||
|
||||
const int MAX_TEXCOORDS = 2;
|
||||
const int MAX_CLUSTERS = 128;
|
||||
|
@ -54,16 +54,16 @@ void main(void) {
|
|||
// and the texture coordinates
|
||||
gl_TexCoord[0] = texcoordMatrices[0] * vec4(gl_MultiTexCoord0.xy, 0.0, 1.0);
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
|
||||
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, interpolatedPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
// standard transform
|
||||
TransformCamera cam = getTransformCamera();
|
||||
TransformObject obj = getTransformObject();
|
||||
<$transformModelToClipPos(cam, obj, interpolatedPosition, gl_Position)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedNormal.xyz, interpolatedNormal.xyz)$>
|
||||
<$transformModelToEyeDir(cam, obj, interpolatedTangent.xyz, interpolatedTangent.xyz)$>
|
||||
|
||||
interpolatedNormal = vec4(normalize(interpolatedNormal.xyz), 0.0);
|
||||
interpolatedTangent = vec4(normalize(interpolatedTangent.xyz), 0.0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue