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https://github.com/ZDoom/gzdoom-gles.git
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- use default fragment shader for burn and stencil shader, with the time consuming parts disabled by a #define, to avoid code duplication.
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parent
92185f96eb
commit
a936629cec
4 changed files with 38 additions and 29 deletions
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@ -212,6 +212,27 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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int texture_index = glGetUniformLocation(hShader, "texture2");
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if (texture_index > 0) glUniform1i(texture_index, 1);
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GLint binaryLength;
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void* binary;
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FILE* outfile;
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GLenum binaryFormat;
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//
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// Retrieve the binary from the program object
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//
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glGetProgramiv(hShader, GL_PROGRAM_BINARY_LENGTH, &binaryLength);
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binary = (void*)malloc(binaryLength);
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glGetProgramBinary(hShader, binaryLength, NULL, &binaryFormat, binary);
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//
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// Cache the program binary for future runs
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//
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outfile = fopen(name, "wb");
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fwrite(binary, binaryLength, 1, outfile);
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fclose(outfile);
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free(binary);
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glUseProgram(0);
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return !!linked;
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}
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@ -316,8 +337,8 @@ static const FEffectShader effectshaders[]=
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{
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{ "fogboundary", "shaders/glsl/main.vp", "shaders/glsl/fogboundary.fp", NULL, "" },
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{ "spheremap", "shaders/glsl/main.vp", "shaders/glsl/main.fp", "shaders/glsl/func_normal.fp", "#define SPHEREMAP\n" },
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{ "burn", "shaders/glsl/burn.vp", "shaders/glsl/burn.fp", NULL, "" },
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{ "stencil", "shaders/glsl/stencil.vp", "shaders/glsl/stencil.fp", NULL, "" },
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{ "burn", "shaders/glsl/main.vp", "shaders/glsl/burn.fp", NULL, "#define SIMPLE\n" },
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{ "stencil", "shaders/glsl/main.vp", "shaders/glsl/stencil.fp", NULL, "#define SIMPLE\n" },
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};
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@ -1,7 +0,0 @@
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void main()
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{
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gl_FrontColor = gl_Color;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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gl_Position = ProjectionMatrix * gl_Vertex;
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}
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@ -1,7 +1,9 @@
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#ifndef SIMPLE // we do not need these for simple shaders
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in vec4 aVertex2;
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out vec4 pixelpos;
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out vec2 glowdist;
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#endif
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#ifdef UNIFORM_VB
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uniform float fakeVB[100];
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@ -30,16 +32,23 @@ void main()
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#define tc gl_MultiTexCoord0
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#endif
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vec4 worldcoord = ModelMatrix * mix(vert, aVertex2, uInterpolationFactor);
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#ifndef SIMPLE
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vec4 worldcoord = ModelMatrix * mix(vert, aVertex2, uInterpolationFactor);
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#else
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vec4 worldcoord = ModelMatrix * vert;
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#endif
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vec4 eyeCoordPos = ViewMatrix * worldcoord;
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gl_FrontColor = gl_Color;
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pixelpos.xyz = worldcoord.xyz;
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pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w;
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glowdist.x = -((uGlowTopPlane.w + uGlowTopPlane.x * worldcoord.x + uGlowTopPlane.y * worldcoord.z) * uGlowTopPlane.z) - worldcoord.y;
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glowdist.y = worldcoord.y + ((uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z);
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#ifndef SIMPLE
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pixelpos.xyz = worldcoord.xyz;
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pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w;
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glowdist.x = -((uGlowTopPlane.w + uGlowTopPlane.x * worldcoord.x + uGlowTopPlane.y * worldcoord.z) * uGlowTopPlane.z) - worldcoord.y;
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glowdist.y = worldcoord.y + ((uGlowBottomPlane.w + uGlowBottomPlane.x * worldcoord.x + uGlowBottomPlane.y * worldcoord.z) * uGlowBottomPlane.z);
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#endif
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#ifdef SPHEREMAP
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vec3 u = normalize(eyeCoordPos.xyz);
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@ -1,14 +0,0 @@
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out vec4 pixelpos;
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void main()
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{
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// perform exactly the same relevant steps as in the main shader to ensure matching results (that also means including the model matrix here!)
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vec4 worldcoord = ModelMatrix * gl_Vertex;
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vec4 eyeCoordPos = ViewMatrix * worldcoord;
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pixelpos.xyz = worldcoord.xyz;
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pixelpos.w = -eyeCoordPos.z/eyeCoordPos.w;
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gl_Position = ProjectionMatrix * eyeCoordPos;
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}
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