Merge pull request #29 from inolen/shader_tidying

misc shader fixes
This commit is contained in:
Zack Middleton 2014-09-09 19:18:59 -05:00
commit 4529f124d6
4 changed files with 118 additions and 123 deletions

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@ -164,7 +164,7 @@ vec3 EnvironmentBRDF(float gloss, float NE, vec3 specular)
{
#if 1
// from http://blog.selfshadow.com/publications/s2013-shading-course/lazarov/s2013_pbs_black_ops_2_notes.pdf
vec4 t = vec4( 1/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
vec4 t = vec4( 1.0/0.96, 0.475, (0.0275 - 0.25 * 0.04)/0.96,0.25 ) * gloss;
t += vec4( 0.0, 0.0, (0.015 - 0.75 * 0.04)/0.96,0.75 );
float a0 = t.x * min( t.y, exp2( -9.28 * NE ) ) + t.z;
float a1 = t.w;

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@ -1,5 +1,3 @@
#version 120
uniform sampler2D u_DiffuseMap;
uniform vec4 u_Color;

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@ -1,5 +1,3 @@
#version 120
attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;

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@ -253,7 +253,7 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const GLcharARB *extra, cha
// va("#ifndef r_NormalScale\n#define r_NormalScale %f\n#endif\n", r_normalScale->value));
Q_strcat(dest, size, "#ifndef M_PI\n#define M_PI 3.14159265358979323846f\n#endif\n");
Q_strcat(dest, size, "#ifndef M_PI\n#define M_PI 3.14159265358979323846\n#endif\n");
//Q_strcat(dest, size, va("#ifndef MAX_SHADOWMAPS\n#define MAX_SHADOWMAPS %i\n#endif\n", MAX_SHADOWMAPS));
@ -1307,7 +1307,7 @@ void GLSL_InitGPUShaders(void)
if (r_shadowCascadeZFar->integer != 0)
Q_strcat(extradefines, 1024, "#define USE_SHADOW_CASCADE\n");
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %d\n", r_shadowMapSize->integer));
Q_strcat(extradefines, 1024, va("#define r_shadowMapSize %f\n", r_shadowMapSize->value));
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
@ -1504,14 +1504,10 @@ void GLSL_VertexAttribsState(uint32_t stateBits)
{
uint32_t diff;
GLSL_VertexAttribPointers(stateBits);
diff = stateBits ^ glState.vertexAttribsState;
if(!diff)
{
return;
}
if(diff)
{
if(diff & ATTR_POSITION)
{
if(stateBits & ATTR_POSITION)
@ -1655,6 +1651,9 @@ void GLSL_VertexAttribsState(uint32_t stateBits)
}
}
#endif
}
GLSL_VertexAttribPointers(stateBits);
glState.vertexAttribsState = stateBits;
}