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- Add OpenGL ES 3 support to GL renderer
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parent
b7482e10e2
commit
85a9984807
5 changed files with 18 additions and 7 deletions
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@ -85,8 +85,11 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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unsigned int lightbuffersize = GLRenderer->mLights->GetBlockSize();
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if (lightbuffertype == GL_UNIFORM_BUFFER)
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{
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// This differentiation is for some Intel drivers which fail on #extension, so use of #version 140 is necessary
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if (gl.glslversion < 1.4f)
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if (gl.es)
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{
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vp_comb.Format("#version 300 es\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
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}
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else if (gl.glslversion < 1.4f) // This differentiation is for some Intel drivers which fail on #extension, so use of #version 140 is necessary
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{
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vp_comb.Format("#version 130\n#extension GL_ARB_uniform_buffer_object : require\n#define NUM_UBO_LIGHTS %d\n", lightbuffersize);
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}
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@ -411,8 +414,15 @@ FShaderManager::FShaderManager()
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{
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if (!gl.legacyMode)
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{
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for (int passType = 0; passType < MAX_PASS_TYPES; passType++)
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mPassShaders.Push(new FShaderCollection((EPassType)passType));
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if (gl.es) // OpenGL ES does not support multiple fragment shader outputs. As a result, no GBUFFER passes are possible.
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{
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mPassShaders.Push(new FShaderCollection(NORMAL_PASS));
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}
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else
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{
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for (int passType = 0; passType < MAX_PASS_TYPES; passType++)
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mPassShaders.Push(new FShaderCollection((EPassType)passType));
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}
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}
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}
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@ -176,6 +176,7 @@ void gl_LoadExtensions()
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gl.legacyMode = false;
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gl.lightmethod = LM_DEFERRED;
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gl.buffermethod = BM_DEFERRED;
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gl.flags |= RFL_NO_CLIP_PLANES;
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}
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else
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{
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@ -5,7 +5,7 @@ vec4 ProcessTexel()
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{
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vec2 texCoord = vTexCoord.st;
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vec4 basicColor = getTexel(texCoord);
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ivec2 texSize = textureSize(tex, 0);
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vec2 texSize = vec2(textureSize(tex, 0));
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texCoord.x = float( int(texCoord.x * texSize.x) ) / texSize.x;
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texCoord.y = float( int(texCoord.y * texSize.y) ) / texSize.y;
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@ -5,7 +5,7 @@ vec4 ProcessTexel()
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{
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vec2 texCoord = vTexCoord.st;
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vec4 basicColor = getTexel(texCoord);
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ivec2 texSize = textureSize(tex, 0);
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vec2 texSize = vec2(textureSize(tex, 0));
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texCoord.x = float( int(texCoord.x * texSize.x) ) / texSize.x;
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texCoord.y = float( int(texCoord.y * texSize.y) ) / texSize.y;
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@ -90,7 +90,7 @@ vec4 getTexel(vec2 st)
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}
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break;
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}
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if (uObjectColor2.a == 0) texel *= uObjectColor;
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if (uObjectColor2.a == 0.0) texel *= uObjectColor;
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else texel *= mix(uObjectColor, uObjectColor2, glowdist.z);
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return desaturate(texel);
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