mirror of
https://github.com/DrBeef/ioq3quest.git
synced 2024-11-26 05:52:03 +00:00
Orthographic projection now working
the main fix is in tr_glsl.c, the other changes are peripheral and probably contribute nothing
This commit is contained in:
parent
e1a16cbeb2
commit
e8da743153
21 changed files with 194 additions and 197 deletions
Binary file not shown.
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@ -60,12 +60,6 @@ void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
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float screenXScale = cgs.screenXScale / 2.75f;
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float screenYScale = cgs.screenYScale / 2.25f;
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const auto depth = (int)trap_Cvar_VariableValue( "vr_hudDepth" );
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int xoffset = 120 - (depth * 20);
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if (cg.stereoView == STEREO_RIGHT) {
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xoffset *= -1;
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}
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*x *= screenXScale;
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*y *= screenYScale;
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if (hudflags & HUD_FLAGS_DRAWMODEL)
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@ -81,7 +75,7 @@ void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
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*h *= screenYScale;
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}
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*x += (cg.refdef.width - (640 * screenXScale)) / 2.0f + xoffset;
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*x += (cg.refdef.width - (640 * screenXScale)) / 2.0f;
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*y += (cg.refdef.height - (480 * screenYScale)) / 2.0f - trap_Cvar_VariableValue( "vr_hudYOffset" );
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}
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}
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@ -12,16 +12,17 @@ uniform float u_Time;
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uniform vec4 u_Color;
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uniform mat4 u_ModelMatrix;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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{
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uniform mat4 u_ProjectionMatrix;
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};
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varying vec2 var_Tex1;
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varying vec4 var_Color;
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@ -1,16 +1,17 @@
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attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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uniform mat4 u_ModelMatrix;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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uniform mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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varying vec2 var_TexCoords;
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@ -15,6 +15,8 @@ uniform vec4 u_FogDistance;
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uniform vec4 u_FogDepth;
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uniform float u_FogEyeT;
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uniform mat4 u_ModelMatrix;
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#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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uniform float u_DeformParams[5];
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@ -22,17 +24,6 @@ uniform float u_DeformParams[5];
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uniform float u_Time;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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#elif defined(USE_BONE_ANIMATION)
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@ -41,6 +32,16 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
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uniform vec4 u_Color;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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};
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varying float var_Scale;
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#if defined(USE_DEFORM_VERTEXES)
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@ -36,6 +36,8 @@ uniform float u_FogEyeT;
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uniform vec4 u_FogColorMask;
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#endif
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uniform mat4 u_ModelMatrix;
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#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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uniform float u_DeformParams[5];
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@ -43,17 +45,6 @@ uniform float u_Time;
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#endif
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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uniform vec4 u_BaseColor;
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uniform vec4 u_VertColor;
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@ -72,6 +63,16 @@ uniform float u_VertexLerp;
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uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
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#endif
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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};
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varying vec2 var_DiffuseTex;
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varying vec4 var_Color;
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@ -42,16 +42,7 @@ uniform vec4 u_DiffuseTexOffTurb;
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#endif
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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uniform mat4 u_ModelMatrix;
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uniform vec4 u_BaseColor;
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uniform vec4 u_VertColor;
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@ -75,6 +66,16 @@ uniform vec4 u_PrimaryLightOrigin;
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uniform float u_PrimaryLightRadius;
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#endif
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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};
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varying vec4 var_TexCoords;
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varying vec4 var_Color;
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@ -1,16 +1,16 @@
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attribute vec3 attr_Position;
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attribute vec3 attr_Normal;
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// Uniforms
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uniform mat4 u_ModelMatrix;
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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uniform mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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varying vec3 var_Position;
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varying vec3 var_Normal;
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@ -10,6 +10,9 @@ attribute vec4 attr_BoneIndexes;
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attribute vec4 attr_BoneWeights;
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#endif
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// Uniforms
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//#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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uniform float u_DeformParams[5];
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@ -17,16 +20,7 @@ uniform float u_DeformParams[5];
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uniform float u_Time;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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uniform mat4 u_ModelMatrix;
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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@ -34,6 +28,15 @@ uniform float u_VertexLerp;
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uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
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#endif
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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};
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varying vec3 var_Position;
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vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
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@ -1,18 +1,18 @@
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attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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uniform mat4 u_ModelMatrix;
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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};
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varying vec2 var_Tex1;
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@ -1,20 +1,21 @@
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attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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uniform mat4 u_ModelMatrix;
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uniform vec3 u_ToneMinAvgMaxLinear;
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform mat4 u_ProjectionMatrix;
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};
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varying vec2 var_TexCoords;
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varying float var_InvWhite;
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@ -23,6 +23,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#include "tr_local.h"
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#include "tr_dsa.h"
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#include "../vr/vr_base.h"
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extern const char *fallbackShader_bokeh_vp;
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@ -54,6 +55,8 @@ extern const char *fallbackShader_texturecolor_fp;
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extern const char *fallbackShader_tonemap_vp;
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extern const char *fallbackShader_tonemap_fp;
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extern cvar_t *vr_hudDepth;
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typedef struct uniformInfo_s
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{
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char *name;
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@ -193,9 +196,16 @@ static void GLSL_ViewMatricesUniformBuffer(const float value[32]) {
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if (i == ORTHO_PROJECTION)
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{
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//don't want depth when in screen view
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const auto depth = VR_useScreenLayer() ? 0 : (5-vr_hudDepth->integer) * 20;
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//For now just set identity matrices
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Mat4Identity(viewMatrices);
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Mat4Identity(viewMatrices + 16);
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vec3_t translate;
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VectorSet(translate, depth, 0, 0);
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Mat4Translation( translate, viewMatrices );
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VectorSet(translate, -depth, 0, 0);
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Mat4Translation( translate, viewMatrices + 16 );
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}
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else
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{
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@ -327,9 +337,9 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const GLchar *extra, char *
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}
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// HACK: use in main menu medium float precision (to prevent issue with missing models textures)
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if (Cvar_Get("r_uiFullScreen", "1", 0)->integer)
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Q_strcat(dest, size, "precision mediump float;\n");
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else
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// if (Cvar_Get("r_uiFullScreen", "1", 0)->integer)
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// Q_strcat(dest, size, "precision mediump float;\n");
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// else
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Q_strcat(dest, size, "precision highp float;\n");
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if(shaderType == GL_VERTEX_SHADER)
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@ -1652,40 +1662,16 @@ void GLSL_PrepareUniformBuffers(void)
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height = glConfig.vidHeight;
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}
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static qboolean first = qtrue;
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static float defaultProjection[16];
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if (first)
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{
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first = qfalse;
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memset(defaultProjection, 0, 16 * sizeof(float));
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}
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float orthoProjectionMatrix[16];
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Mat4Ortho(0, width, height, 0, 0, 1, orthoProjectionMatrix);
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static int vidWidth = 1;
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static int vidHeight = 1;
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if (vidWidth != width || vidHeight != height)
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{
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//ortho projection matrix
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GLSL_ProjectionMatricesUniformBuffer(projectionMatricesBuffer[ORTHO_PROJECTION],
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orthoProjectionMatrix);
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float orthoProjectionMatrix[16];
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Mat4Ortho(0, vidWidth, vidHeight, 0, 0, 1, orthoProjectionMatrix);
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//ortho projection matrix
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GLSL_ProjectionMatricesUniformBuffer(projectionMatricesBuffer[ORTHO_PROJECTION],
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orthoProjectionMatrix);
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vidWidth = width;
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vidHeight = height;
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}
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//We only need to do the following if the default projection changes
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if (memcmp(defaultProjection, tr.vrParms.projection, 16 * sizeof(float)) != 0)
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{
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//Take a copy of the default projection
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memcpy(defaultProjection, tr.vrParms.projection, 16 * sizeof(float));
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//unadjusted projection matrix
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GLSL_ProjectionMatricesUniformBuffer(projectionMatricesBuffer[NORMAL_PROJECTION],
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tr.vrParms.projection);
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}
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//VR projection matrix
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GLSL_ProjectionMatricesUniformBuffer(projectionMatricesBuffer[NORMAL_PROJECTION],
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tr.vrParms.projection);
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//Set up the buffers that won't change this frame
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GLSL_ViewMatricesUniformBuffer(tr.viewParms.world.eyeViewMatrix);
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@ -1704,7 +1690,6 @@ void GLSL_BindProgram(shaderProgram_t * program)
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if (GL_UseProgram(programObject))
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backEnd.pc.c_glslShaderBinds++;
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}
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static GLuint GLSL_CalculateProjection() {
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@ -12,16 +12,17 @@ uniform float u_Time;
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uniform vec4 u_Color;
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uniform mat4 u_ModelMatrix;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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{
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uniform mat4 u_ProjectionMatrix;
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};
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varying vec2 var_Tex1;
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varying vec4 var_Color;
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@ -1,16 +1,17 @@
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attribute vec3 attr_Position;
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attribute vec4 attr_TexCoord0;
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uniform mat4 u_ModelMatrix;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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uniform mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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varying vec2 var_TexCoords;
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@ -15,6 +15,8 @@ uniform vec4 u_FogDistance;
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uniform vec4 u_FogDepth;
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uniform float u_FogEyeT;
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uniform mat4 u_ModelMatrix;
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#if defined(USE_DEFORM_VERTEXES)
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uniform int u_DeformGen;
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uniform float u_DeformParams[5];
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@ -22,17 +24,6 @@ uniform float u_DeformParams[5];
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uniform float u_Time;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
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};
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layout(shared) uniform ProjectionMatrix
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{
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uniform highp mat4 u_ProjectionMatrix;
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};
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uniform highp mat4 u_ModelMatrix;
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#if defined(USE_VERTEX_ANIMATION)
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uniform float u_VertexLerp;
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#elif defined(USE_BONE_ANIMATION)
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@ -41,6 +32,16 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
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uniform vec4 u_Color;
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// Uniforms
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layout(shared) uniform ViewMatrices
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{
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uniform mat4 u_ViewMatrices[NUM_VIEWS];
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||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform mat4 u_ProjectionMatrix;
|
||||
};
|
||||
|
||||
varying float var_Scale;
|
||||
|
||||
#if defined(USE_DEFORM_VERTEXES)
|
||||
|
|
|
@ -36,6 +36,8 @@ uniform float u_FogEyeT;
|
|||
uniform vec4 u_FogColorMask;
|
||||
#endif
|
||||
|
||||
uniform mat4 u_ModelMatrix;
|
||||
|
||||
#if defined(USE_DEFORM_VERTEXES)
|
||||
uniform int u_DeformGen;
|
||||
uniform float u_DeformParams[5];
|
||||
|
@ -43,17 +45,6 @@ uniform float u_Time;
|
|||
#endif
|
||||
|
||||
|
||||
// Uniforms
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform highp mat4 u_ProjectionMatrix;
|
||||
};
|
||||
uniform highp mat4 u_ModelMatrix;
|
||||
|
||||
uniform vec4 u_BaseColor;
|
||||
uniform vec4 u_VertColor;
|
||||
|
||||
|
@ -72,6 +63,16 @@ uniform float u_VertexLerp;
|
|||
uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
|
||||
#endif
|
||||
|
||||
// Uniforms
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform mat4 u_ProjectionMatrix;
|
||||
};
|
||||
|
||||
varying vec2 var_DiffuseTex;
|
||||
varying vec4 var_Color;
|
||||
|
||||
|
|
|
@ -42,16 +42,7 @@ uniform vec4 u_DiffuseTexOffTurb;
|
|||
#endif
|
||||
|
||||
|
||||
// Uniforms
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform highp mat4 u_ProjectionMatrix;
|
||||
};
|
||||
uniform highp mat4 u_ModelMatrix;
|
||||
uniform mat4 u_ModelMatrix;
|
||||
|
||||
uniform vec4 u_BaseColor;
|
||||
uniform vec4 u_VertColor;
|
||||
|
@ -75,6 +66,16 @@ uniform vec4 u_PrimaryLightOrigin;
|
|||
uniform float u_PrimaryLightRadius;
|
||||
#endif
|
||||
|
||||
// Uniforms
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform mat4 u_ProjectionMatrix;
|
||||
};
|
||||
|
||||
varying vec4 var_TexCoords;
|
||||
|
||||
varying vec4 var_Color;
|
||||
|
|
|
@ -1,16 +1,16 @@
|
|||
attribute vec3 attr_Position;
|
||||
attribute vec3 attr_Normal;
|
||||
|
||||
// Uniforms
|
||||
uniform mat4 u_ModelMatrix;
|
||||
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
uniform mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform highp mat4 u_ProjectionMatrix;
|
||||
uniform mat4 u_ProjectionMatrix;
|
||||
};
|
||||
uniform highp mat4 u_ModelMatrix;
|
||||
|
||||
varying vec3 var_Position;
|
||||
varying vec3 var_Normal;
|
||||
|
|
|
@ -10,6 +10,9 @@ attribute vec4 attr_BoneIndexes;
|
|||
attribute vec4 attr_BoneWeights;
|
||||
#endif
|
||||
|
||||
|
||||
// Uniforms
|
||||
|
||||
//#if defined(USE_DEFORM_VERTEXES)
|
||||
uniform int u_DeformGen;
|
||||
uniform float u_DeformParams[5];
|
||||
|
@ -17,16 +20,7 @@ uniform float u_DeformParams[5];
|
|||
|
||||
uniform float u_Time;
|
||||
|
||||
// Uniforms
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform highp mat4 u_ProjectionMatrix;
|
||||
};
|
||||
uniform highp mat4 u_ModelMatrix;
|
||||
uniform mat4 u_ModelMatrix;
|
||||
|
||||
#if defined(USE_VERTEX_ANIMATION)
|
||||
uniform float u_VertexLerp;
|
||||
|
@ -34,6 +28,15 @@ uniform float u_VertexLerp;
|
|||
uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
|
||||
#endif
|
||||
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform mat4 u_ProjectionMatrix;
|
||||
};
|
||||
|
||||
varying vec3 var_Position;
|
||||
|
||||
vec3 DeformPosition(const vec3 pos, const vec3 normal, const vec2 st)
|
||||
|
|
|
@ -1,18 +1,18 @@
|
|||
attribute vec3 attr_Position;
|
||||
attribute vec4 attr_TexCoord0;
|
||||
|
||||
|
||||
// Uniforms
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform highp mat4 u_ProjectionMatrix;
|
||||
};
|
||||
uniform highp mat4 u_ModelMatrix;
|
||||
|
||||
uniform mat4 u_ModelMatrix;
|
||||
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform mat4 u_ProjectionMatrix;
|
||||
};
|
||||
|
||||
varying vec2 var_Tex1;
|
||||
|
||||
|
|
|
@ -1,20 +1,21 @@
|
|||
attribute vec3 attr_Position;
|
||||
attribute vec4 attr_TexCoord0;
|
||||
|
||||
|
||||
// Uniforms
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform highp mat4 u_ProjectionMatrix;
|
||||
};
|
||||
uniform highp mat4 u_ModelMatrix;
|
||||
uniform mat4 u_ModelMatrix;
|
||||
|
||||
uniform vec3 u_ToneMinAvgMaxLinear;
|
||||
|
||||
layout(shared) uniform ViewMatrices
|
||||
{
|
||||
uniform mat4 u_ViewMatrices[NUM_VIEWS];
|
||||
};
|
||||
layout(shared) uniform ProjectionMatrix
|
||||
{
|
||||
uniform mat4 u_ProjectionMatrix;
|
||||
};
|
||||
|
||||
|
||||
varying vec2 var_TexCoords;
|
||||
varying float var_InvWhite;
|
||||
|
||||
|
|
Loading…
Reference in a new issue