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https://github.com/ZDoom/gzdoom-gles.git
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- this still doesn't work on Vulkan. :(
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parent
dd5de4ce51
commit
7c46dace03
3 changed files with 7 additions and 4 deletions
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@ -59,7 +59,7 @@ static FString NextGlslToken(const char *chars, long len, long &pos)
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pos = tokenEnd;
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pos = tokenEnd;
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return FString(chars + tokenStart, tokenEnd - tokenStart);
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return FString(chars + tokenStart, tokenEnd - tokenStart);
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}
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}
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static bool isShaderType(const char *name)
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static bool isShaderType(const char *name)
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{
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{
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@ -271,7 +271,7 @@ const FDefaultShader defaultshaders[] =
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{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
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{"Specular", "shaders/glsl/func_spec.fp", "shaders/glsl/material_specular.fp", "#define SPECULAR\n#define NORMALMAP\n"},
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{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
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{"PBR","shaders/glsl/func_pbr.fp", "shaders/glsl/material_pbr.fp", "#define PBR\n#define NORMALMAP\n"},
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{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
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{"Paletted", "shaders/glsl/func_paletted.fp", "shaders/glsl/material_nolight.fp", ""},
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{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", ""},
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{"No Texture", "shaders/glsl/func_notexture.fp", "shaders/glsl/material_normal.fp", "#define NO_LAYERS\n"},
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{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
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{"Basic Fuzz", "shaders/glsl/fuzz_standard.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
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{"Smooth Fuzz", "shaders/glsl/fuzz_smooth.fp", "shaders/glsl/material_normal.fp", ""},
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{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", "shaders/glsl/material_normal.fp", ""},
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{"Swirly Fuzz", "shaders/glsl/fuzz_swirly.fp", "shaders/glsl/material_normal.fp", ""},
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@ -228,7 +228,7 @@ void VkRenderState::ApplyRenderPass(int dt)
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pipelineKey.StencilPassOp = mStencilOp;
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pipelineKey.StencilPassOp = mStencilOp;
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pipelineKey.ColorMask = mColorMask;
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pipelineKey.ColorMask = mColorMask;
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pipelineKey.CullMode = mCullMode;
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pipelineKey.CullMode = mCullMode;
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pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 1; // Always force minimum 1 texture as the shader requires it
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pipelineKey.NumTextureLayers = mMaterial.mMaterial ? mMaterial.mMaterial->GetLayers() : 4; // Always force minimum 1 texture as the shader requires it
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if (mSpecialEffect > EFF_NONE)
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if (mSpecialEffect > EFF_NONE)
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{
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{
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pipelineKey.SpecialEffect = mSpecialEffect;
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pipelineKey.SpecialEffect = mSpecialEffect;
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@ -373,7 +373,7 @@ void VkRenderState::ApplyPushConstants()
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mPushConstants.uFogEnabled = fogset;
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mPushConstants.uFogEnabled = fogset;
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int f = mTextureModeFlags;
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int f = mTextureModeFlags;
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if (!mBrightmapEnabled) f &= TEXF_Detailmap;
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if (!mBrightmapEnabled)
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mPushConstants.uTextureMode = (mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f;
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mPushConstants.uTextureMode = (mTextureMode == TM_NORMAL && tempTM == TM_OPAQUE ? TM_OPAQUE : mTextureMode) | f;
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mPushConstants.uLightDist = mLightParms[0];
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mPushConstants.uLightDist = mLightParms[0];
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mPushConstants.uLightFactor = mLightParms[1];
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mPushConstants.uLightFactor = mLightParms[1];
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@ -543,6 +543,8 @@ void SetMaterialProps(inout Material material, vec2 texCoord)
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material.Base = getTexel(texCoord.st);
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material.Base = getTexel(texCoord.st);
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material.Normal = ApplyNormalMap(texCoord.st);
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material.Normal = ApplyNormalMap(texCoord.st);
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// OpenGL doesn't care, but Vulkan pukes all over the place if these texture samplings are included in no-texture shaders, even though never called.
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#ifndef NO_LAYERS
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if ((uTextureMode & TEXF_Brightmap) != 0)
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if ((uTextureMode & TEXF_Brightmap) != 0)
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material.Bright = texture(brighttexture, texCoord.st);
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material.Bright = texture(brighttexture, texCoord.st);
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@ -554,6 +556,7 @@ void SetMaterialProps(inout Material material, vec2 texCoord)
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if ((uTextureMode & TEXF_Glowmap) != 0)
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if ((uTextureMode & TEXF_Glowmap) != 0)
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material.Glow = texture(glowtexture, texCoord.st);
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material.Glow = texture(glowtexture, texCoord.st);
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#endif
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}
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}
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//===========================================================================
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//===========================================================================
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