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OpenGL2: Fix applying tcMod turb
Shader stage tcMods for matrix and turb effects need to be applied in order for turb to be correct and all tcMod turb need to be applied instead of only the last one. Quake 3's textures/liquids/slime1 had tcMod turb and then tcMod scale. OpenGL2 applied the matrix first and then turb which had the wrong result.
This commit is contained in:
parent
5ede35d8dd
commit
93abc60a5b
6 changed files with 190 additions and 77 deletions
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@ -16,8 +16,16 @@ attribute vec4 attr_TexCoord0;
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attribute vec4 attr_TexCoord1;
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#endif
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uniform vec4 u_DiffuseTexMatrix;
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uniform vec4 u_DiffuseTexOffTurb;
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#if defined(USE_TCMOD)
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uniform vec4 u_DiffuseTexMatrix0;
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uniform vec4 u_DiffuseTexMatrix1;
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uniform vec4 u_DiffuseTexMatrix2;
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uniform vec4 u_DiffuseTexMatrix3;
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uniform vec4 u_DiffuseTexMatrix4;
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uniform vec4 u_DiffuseTexMatrix5;
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uniform vec4 u_DiffuseTexMatrix6;
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uniform vec4 u_DiffuseTexMatrix7;
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#endif
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#if defined(USE_TCGEN) || defined(USE_RGBAGEN)
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uniform vec3 u_LocalViewOrigin;
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@ -140,19 +148,28 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3
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#endif
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#if defined(USE_TCMOD)
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix[8])
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{
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float amplitude = offTurb.z;
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float phase = offTurb.w * 2.0 * M_PI;
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vec2 st2;
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st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x);
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st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y);
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vec2 st2 = st;
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vec2 offsetPos = vec2(position.x + position.z, position.y);
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vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase));
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st2 = vec2(st2.x * texMatrix[0].x + st2.y * texMatrix[0].y + texMatrix[0].z,
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st2.x * texMatrix[1].x + st2.y * texMatrix[1].y + texMatrix[1].z);
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st2 += texMatrix[0].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[1].w * 2.0 * M_PI));
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return st2 + texOffset * amplitude;
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st2 = vec2(st2.x * texMatrix[2].x + st2.y * texMatrix[2].y + texMatrix[2].z,
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st2.x * texMatrix[3].x + st2.y * texMatrix[3].y + texMatrix[3].z);
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st2 += texMatrix[2].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[3].w * 2.0 * M_PI));
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st2 = vec2(st2.x * texMatrix[4].x + st2.y * texMatrix[4].y + texMatrix[4].z,
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st2.x * texMatrix[5].x + st2.y * texMatrix[5].y + texMatrix[5].z);
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st2 += texMatrix[4].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[5].w * 2.0 * M_PI));
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st2 = vec2(st2.x * texMatrix[6].x + st2.y * texMatrix[6].y + texMatrix[6].z,
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st2.x * texMatrix[7].x + st2.y * texMatrix[7].y + texMatrix[7].z);
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st2 += texMatrix[6].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[7].w * 2.0 * M_PI));
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return st2;
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}
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#endif
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@ -236,7 +253,16 @@ void main()
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#endif
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#if defined(USE_TCMOD)
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var_DiffuseTex = ModTexCoords(tex, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
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vec4 diffuseTexMatrix[8];
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diffuseTexMatrix[0] = u_DiffuseTexMatrix0;
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diffuseTexMatrix[1] = u_DiffuseTexMatrix1;
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diffuseTexMatrix[2] = u_DiffuseTexMatrix2;
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diffuseTexMatrix[3] = u_DiffuseTexMatrix3;
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diffuseTexMatrix[4] = u_DiffuseTexMatrix4;
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diffuseTexMatrix[5] = u_DiffuseTexMatrix5;
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diffuseTexMatrix[6] = u_DiffuseTexMatrix6;
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diffuseTexMatrix[7] = u_DiffuseTexMatrix7;
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var_DiffuseTex = ModTexCoords(tex, position, diffuseTexMatrix);
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#else
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var_DiffuseTex = tex;
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#endif
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@ -37,8 +37,14 @@ uniform vec3 u_LocalViewOrigin;
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#endif
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#if defined(USE_TCMOD)
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uniform vec4 u_DiffuseTexMatrix;
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uniform vec4 u_DiffuseTexOffTurb;
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uniform vec4 u_DiffuseTexMatrix0;
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uniform vec4 u_DiffuseTexMatrix1;
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uniform vec4 u_DiffuseTexMatrix2;
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uniform vec4 u_DiffuseTexMatrix3;
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uniform vec4 u_DiffuseTexMatrix4;
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uniform vec4 u_DiffuseTexMatrix5;
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uniform vec4 u_DiffuseTexMatrix6;
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uniform vec4 u_DiffuseTexMatrix7;
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#endif
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uniform mat4 u_ModelViewProjectionMatrix;
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@ -114,19 +120,28 @@ vec2 GenTexCoords(int TCGen, vec3 position, vec3 normal, vec3 TCGenVector0, vec3
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#endif
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#if defined(USE_TCMOD)
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix, vec4 offTurb)
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vec2 ModTexCoords(vec2 st, vec3 position, vec4 texMatrix[8])
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{
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float amplitude = offTurb.z;
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float phase = offTurb.w * 2.0 * M_PI;
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vec2 st2;
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st2.x = st.x * texMatrix.x + (st.y * texMatrix.z + offTurb.x);
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st2.y = st.x * texMatrix.y + (st.y * texMatrix.w + offTurb.y);
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vec2 st2 = st;
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vec2 offsetPos = vec2(position.x + position.z, position.y);
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vec2 texOffset = sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(phase));
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st2 = vec2(st2.x * texMatrix[0].x + st2.y * texMatrix[0].y + texMatrix[0].z,
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st2.x * texMatrix[1].x + st2.y * texMatrix[1].y + texMatrix[1].z);
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st2 += texMatrix[0].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[1].w * 2.0 * M_PI));
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return st2 + texOffset * amplitude;
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st2 = vec2(st2.x * texMatrix[2].x + st2.y * texMatrix[2].y + texMatrix[2].z,
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st2.x * texMatrix[3].x + st2.y * texMatrix[3].y + texMatrix[3].z);
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st2 += texMatrix[2].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[3].w * 2.0 * M_PI));
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st2 = vec2(st2.x * texMatrix[4].x + st2.y * texMatrix[4].y + texMatrix[4].z,
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st2.x * texMatrix[5].x + st2.y * texMatrix[5].y + texMatrix[5].z);
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st2 += texMatrix[4].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[5].w * 2.0 * M_PI));
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st2 = vec2(st2.x * texMatrix[6].x + st2.y * texMatrix[6].y + texMatrix[6].z,
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st2.x * texMatrix[7].x + st2.y * texMatrix[7].y + texMatrix[7].z);
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st2 += texMatrix[6].w * sin(offsetPos * (2.0 * M_PI / 1024.0) + vec2(texMatrix[7].w * 2.0 * M_PI));
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return st2;
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}
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#endif
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@ -183,7 +198,16 @@ void main()
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#endif
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#if defined(USE_TCMOD)
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var_TexCoords.xy = ModTexCoords(texCoords, position, u_DiffuseTexMatrix, u_DiffuseTexOffTurb);
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vec4 diffuseTexMatrix[8];
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diffuseTexMatrix[0] = u_DiffuseTexMatrix0;
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diffuseTexMatrix[1] = u_DiffuseTexMatrix1;
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diffuseTexMatrix[2] = u_DiffuseTexMatrix2;
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diffuseTexMatrix[3] = u_DiffuseTexMatrix3;
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diffuseTexMatrix[4] = u_DiffuseTexMatrix4;
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diffuseTexMatrix[5] = u_DiffuseTexMatrix5;
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diffuseTexMatrix[6] = u_DiffuseTexMatrix6;
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diffuseTexMatrix[7] = u_DiffuseTexMatrix7;
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var_TexCoords.xy = ModTexCoords(texCoords, position, diffuseTexMatrix);
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#else
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var_TexCoords.xy = texCoords;
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#endif
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@ -88,8 +88,14 @@ static uniformInfo_t uniformsInfo[] =
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{ "u_EnableTextures", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix", GLSL_VEC4 },
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{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix0", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix1", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix2", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix3", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix4", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix5", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix6", GLSL_VEC4 },
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{ "u_DiffuseTexMatrix7", GLSL_VEC4 },
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{ "u_TCGen0", GLSL_INT },
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{ "u_TCGen0Vector0", GLSL_VEC3 },
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@ -637,8 +637,14 @@ typedef enum
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UNIFORM_ENABLETEXTURES,
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UNIFORM_DIFFUSETEXMATRIX,
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UNIFORM_DIFFUSETEXOFFTURB,
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UNIFORM_DIFFUSETEXMATRIX0,
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UNIFORM_DIFFUSETEXMATRIX1,
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UNIFORM_DIFFUSETEXMATRIX2,
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UNIFORM_DIFFUSETEXMATRIX3,
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UNIFORM_DIFFUSETEXMATRIX4,
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UNIFORM_DIFFUSETEXMATRIX5,
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UNIFORM_DIFFUSETEXMATRIX6,
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UNIFORM_DIFFUSETEXMATRIX7,
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UNIFORM_TCGEN0,
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UNIFORM_TCGEN0VECTOR0,
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@ -181,33 +181,30 @@ extern float EvalWaveForm( const waveForm_t *wf );
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extern float EvalWaveFormClamped( const waveForm_t *wf );
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static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, float *outMatrix, float *outOffTurb)
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static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, vec4_t outMatrix[8])
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{
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int tm;
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float matrix[6], currentmatrix[6];
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float matrix[6];
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float tmpmatrix[6];
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float currentmatrix[6];
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float turb[2];
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textureBundle_t *bundle = &pStage->bundle[bundleNum];
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matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = 0.0f;
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matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = 0.0f;
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qboolean hasTurb = qfalse;
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currentmatrix[0] = 1.0f; currentmatrix[2] = 0.0f; currentmatrix[4] = 0.0f;
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currentmatrix[1] = 0.0f; currentmatrix[3] = 1.0f; currentmatrix[5] = 0.0f;
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outMatrix[0] = 1.0f; outMatrix[2] = 0.0f;
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outMatrix[1] = 0.0f; outMatrix[3] = 1.0f;
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outOffTurb[0] = 0.0f; outOffTurb[1] = 0.0f; outOffTurb[2] = 0.0f; outOffTurb[3] = 0.0f;
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for ( tm = 0; tm < bundle->numTexMods ; tm++ ) {
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switch ( bundle->texMods[tm].type )
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{
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case TMOD_NONE:
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tm = TR_MAX_TEXMODS; // break out of for loop
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matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = 0.0f;
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matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = 0.0f;
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break;
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case TMOD_TURBULENT:
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RB_CalcTurbulentFactors(&bundle->texMods[tm].wave, &outOffTurb[2], &outOffTurb[3]);
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RB_CalcTurbulentFactors(&bundle->texMods[tm].wave, &turb[0], &turb[1]);
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break;
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case TMOD_ENTITY_TRANSLATE:
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@ -246,35 +243,68 @@ static void ComputeTexMods( shaderStage_t *pStage, int bundleNum, float *outMatr
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switch ( bundle->texMods[tm].type )
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{
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case TMOD_NONE:
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case TMOD_TURBULENT:
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default:
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outMatrix[tm*2+0][0] = 1; outMatrix[tm*2+0][1] = 0; outMatrix[tm*2+0][2] = 0;
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outMatrix[tm*2+1][0] = 0; outMatrix[tm*2+1][1] = 1; outMatrix[tm*2+1][2] = 0;
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outMatrix[tm*2+0][3] = turb[0];
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outMatrix[tm*2+1][3] = turb[1];
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hasTurb = qtrue;
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break;
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case TMOD_NONE:
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case TMOD_ENTITY_TRANSLATE:
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case TMOD_SCROLL:
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case TMOD_SCALE:
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case TMOD_STRETCH:
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case TMOD_TRANSFORM:
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case TMOD_ROTATE:
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outMatrix[0] = matrix[0] * currentmatrix[0] + matrix[2] * currentmatrix[1];
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outMatrix[1] = matrix[1] * currentmatrix[0] + matrix[3] * currentmatrix[1];
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default:
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outMatrix[tm*2+0][0] = matrix[0]; outMatrix[tm*2+0][1] = matrix[2]; outMatrix[tm*2+0][2] = matrix[4];
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outMatrix[tm*2+1][0] = matrix[1]; outMatrix[tm*2+1][1] = matrix[3]; outMatrix[tm*2+1][2] = matrix[5];
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outMatrix[2] = matrix[0] * currentmatrix[2] + matrix[2] * currentmatrix[3];
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outMatrix[3] = matrix[1] * currentmatrix[2] + matrix[3] * currentmatrix[3];
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outMatrix[tm*2+0][3] = 0;
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outMatrix[tm*2+1][3] = 0;
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outOffTurb[0] = matrix[0] * currentmatrix[4] + matrix[2] * currentmatrix[5] + matrix[4];
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outOffTurb[1] = matrix[1] * currentmatrix[4] + matrix[3] * currentmatrix[5] + matrix[5];
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tmpmatrix[0] = matrix[0] * currentmatrix[0] + matrix[2] * currentmatrix[1];
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tmpmatrix[1] = matrix[1] * currentmatrix[0] + matrix[3] * currentmatrix[1];
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currentmatrix[0] = outMatrix[0];
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currentmatrix[1] = outMatrix[1];
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currentmatrix[2] = outMatrix[2];
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currentmatrix[3] = outMatrix[3];
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currentmatrix[4] = outOffTurb[0];
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currentmatrix[5] = outOffTurb[1];
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tmpmatrix[2] = matrix[0] * currentmatrix[2] + matrix[2] * currentmatrix[3];
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tmpmatrix[3] = matrix[1] * currentmatrix[2] + matrix[3] * currentmatrix[3];
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tmpmatrix[4] = matrix[0] * currentmatrix[4] + matrix[2] * currentmatrix[5] + matrix[4];
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tmpmatrix[5] = matrix[1] * currentmatrix[4] + matrix[3] * currentmatrix[5] + matrix[5];
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currentmatrix[0] = tmpmatrix[0];
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currentmatrix[1] = tmpmatrix[1];
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currentmatrix[2] = tmpmatrix[2];
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currentmatrix[3] = tmpmatrix[3];
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currentmatrix[4] = tmpmatrix[4];
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currentmatrix[5] = tmpmatrix[5];
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break;
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}
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}
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// if turb isn't used, only one matrix is needed
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if ( !hasTurb ) {
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tm = 0;
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outMatrix[tm*2+0][0] = currentmatrix[0]; outMatrix[tm*2+0][1] = currentmatrix[2]; outMatrix[tm*2+0][2] = currentmatrix[4];
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outMatrix[tm*2+1][0] = currentmatrix[1]; outMatrix[tm*2+1][1] = currentmatrix[3]; outMatrix[tm*2+1][2] = currentmatrix[5];
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outMatrix[tm*2+0][3] = 0;
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outMatrix[tm*2+1][3] = 0;
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tm++;
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}
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for ( ; tm < TR_MAX_TEXMODS ; tm++ ) {
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outMatrix[tm*2+0][0] = 1; outMatrix[tm*2+0][1] = 0; outMatrix[tm*2+0][2] = 0;
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outMatrix[tm*2+1][0] = 0; outMatrix[tm*2+1][1] = 1; outMatrix[tm*2+1][2] = 0;
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outMatrix[tm*2+0][3] = 0;
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outMatrix[tm*2+1][3] = 0;
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}
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}
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@ -665,8 +695,7 @@ static void ForwardDlight( void ) {
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dlight_t *dl;
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shaderProgram_t *sp;
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vec4_t vector;
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vec4_t texMatrix;
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vec4_t texOffTurb;
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vec4_t texMatrix[8];
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if ( !( tess.dlightBits & ( 1 << l ) ) ) {
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continue; // this surface definitely doesn't have any of this light
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@ -792,9 +821,15 @@ static void ForwardDlight( void ) {
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if (r_dlightMode->integer >= 2)
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GL_BindToTMU(tr.shadowCubemaps[l], TB_SHADOWMAP);
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ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb );
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
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ComputeTexMods( pStage, TB_DIFFUSEMAP, texMatrix );
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX0, texMatrix[0]);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX1, texMatrix[1]);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX2, texMatrix[2]);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX3, texMatrix[3]);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX4, texMatrix[4]);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX5, texMatrix[5]);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX6, texMatrix[6]);
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX7, texMatrix[7]);
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GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
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@ -996,8 +1031,7 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
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{
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shaderStage_t *pStage = input->xstages[stage];
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shaderProgram_t *sp;
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vec4_t texMatrix;
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vec4_t texOffTurb;
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vec4_t texMatrix[8];
|
||||
|
||||
if ( !pStage )
|
||||
{
|
||||
|
@ -1184,19 +1218,31 @@ static void RB_IterateStagesGeneric( shaderCommands_t *input )
|
|||
|
||||
if (r_lightmap->integer)
|
||||
{
|
||||
vec4_t v;
|
||||
VectorSet4(v, 1.0f, 0.0f, 0.0f, 1.0f);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, v);
|
||||
VectorSet4(v, 0.0f, 0.0f, 0.0f, 0.0f);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, v);
|
||||
vec4_t st[2];
|
||||
VectorSet4(st[0], 1.0f, 0.0f, 0.0f, 0.0f);
|
||||
VectorSet4(st[1], 0.0f, 1.0f, 0.0f, 0.0f);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX0, st[0]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX1, st[1]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX2, st[0]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX3, st[1]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX4, st[0]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX5, st[1]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX6, st[0]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX7, st[1]);
|
||||
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, TCGEN_LIGHTMAP);
|
||||
}
|
||||
else
|
||||
{
|
||||
ComputeTexMods(pStage, TB_DIFFUSEMAP, texMatrix, texOffTurb);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, texMatrix);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, texOffTurb);
|
||||
ComputeTexMods(pStage, TB_DIFFUSEMAP, texMatrix);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX0, texMatrix[0]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX1, texMatrix[1]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX2, texMatrix[2]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX3, texMatrix[3]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX4, texMatrix[4]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX5, texMatrix[5]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX6, texMatrix[6]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX7, texMatrix[7]);
|
||||
|
||||
GLSL_SetUniformInt(sp, UNIFORM_TCGEN0, pStage->bundle[0].tcGen);
|
||||
if (pStage->bundle[0].tcGen == TCGEN_VECTOR)
|
||||
|
|
|
@ -435,7 +435,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
|
|||
*/
|
||||
{
|
||||
shaderProgram_t *sp = &tr.lightallShader[0];
|
||||
vec4_t vector;
|
||||
vec4_t st[2];
|
||||
|
||||
GLSL_BindProgram(sp);
|
||||
|
||||
|
@ -453,11 +453,16 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
|
|||
color[3] = 0.0f;
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_VERTCOLOR, color);
|
||||
|
||||
VectorSet4(vector, 1.0, 0.0, 0.0, 1.0);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX, vector);
|
||||
|
||||
VectorSet4(vector, 0.0, 0.0, 0.0, 0.0);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
|
||||
VectorSet4(st[0], 1.0f, 0.0f, 0.0f, 0.0f);
|
||||
VectorSet4(st[1], 0.0f, 1.0f, 0.0f, 0.0f);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX0, st[0]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX1, st[1]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX2, st[0]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX3, st[1]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX4, st[0]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX5, st[1]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX6, st[0]);
|
||||
GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXMATRIX7, st[1]);
|
||||
|
||||
GLSL_SetUniformInt(sp, UNIFORM_ALPHATEST, 0);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue