diff --git a/src/gl/renderer/gl_postprocess.cpp b/src/gl/renderer/gl_postprocess.cpp index 1cecd4fde..ce7e1ac61 100644 --- a/src/gl/renderer/gl_postprocess.cpp +++ b/src/gl/renderer/gl_postprocess.cpp @@ -118,13 +118,14 @@ void FGLRenderer::AmbientOccludeScene() mLinearDepthShader->Bind(); mLinearDepthShader->DepthTexture.Set(0); mLinearDepthShader->ColorTexture.Set(1); - if (gl_multisample > 1) mLinearDepthShader->SampleIndex.Set(0); - mLinearDepthShader->LinearizeDepthA.Set(1.0f / GetZFar() - 1.0f / GetZNear()); - mLinearDepthShader->LinearizeDepthB.Set(MAX(1.0f / GetZNear(), 1.e-8f)); - mLinearDepthShader->InverseDepthRangeA.Set(1.0f); - mLinearDepthShader->InverseDepthRangeB.Set(0.0f); - mLinearDepthShader->Scale.Set(sceneScaleX, sceneScaleY); - mLinearDepthShader->Offset.Set(sceneOffsetX, sceneOffsetY); + if (gl_multisample > 1) mLinearDepthShader->Uniforms->SampleIndex = 0; + mLinearDepthShader->Uniforms->LinearizeDepthA = 1.0f / GetZFar() - 1.0f / GetZNear(); + mLinearDepthShader->Uniforms->LinearizeDepthB = MAX(1.0f / GetZNear(), 1.e-8f); + mLinearDepthShader->Uniforms->InverseDepthRangeA = 1.0f; + mLinearDepthShader->Uniforms->InverseDepthRangeB = 0.0f; + mLinearDepthShader->Uniforms->Scale = { sceneScaleX, sceneScaleY }; + mLinearDepthShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY }; + mLinearDepthShader->Uniforms.Set(); RenderScreenQuad(); // Apply ambient occlusion @@ -136,17 +137,18 @@ void FGLRenderer::AmbientOccludeScene() mSSAOShader->DepthTexture.Set(0); mSSAOShader->RandomTexture.Set(1); mSSAOShader->NormalTexture.Set(2); - if (gl_multisample > 1) mSSAOShader->SampleIndex.Set(0); - mSSAOShader->UVToViewA.Set(2.0f * invFocalLenX, 2.0f * invFocalLenY); - mSSAOShader->UVToViewB.Set(-invFocalLenX, -invFocalLenY); - mSSAOShader->InvFullResolution.Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight); - mSSAOShader->NDotVBias.Set(nDotVBias); - mSSAOShader->NegInvR2.Set(-1.0f / r2); - mSSAOShader->RadiusToScreen.Set(aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight); - mSSAOShader->AOMultiplier.Set(1.0f / (1.0f - nDotVBias)); - mSSAOShader->AOStrength.Set(aoStrength); - mSSAOShader->Scale.Set(sceneScaleX, sceneScaleY); - mSSAOShader->Offset.Set(sceneOffsetX, sceneOffsetY); + if (gl_multisample > 1) mSSAOShader->Uniforms->SampleIndex = 0; + mSSAOShader->Uniforms->UVToViewA = { 2.0f * invFocalLenX, 2.0f * invFocalLenY }; + mSSAOShader->Uniforms->UVToViewB = { -invFocalLenX, -invFocalLenY }; + mSSAOShader->Uniforms->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight }; + mSSAOShader->Uniforms->NDotVBias = nDotVBias; + mSSAOShader->Uniforms->NegInvR2 = -1.0f / r2; + mSSAOShader->Uniforms->RadiusToScreen = aoRadius * 0.5 / tanHalfFovy * mBuffers->AmbientHeight; + mSSAOShader->Uniforms->AOMultiplier = 1.0f / (1.0f - nDotVBias); + mSSAOShader->Uniforms->AOStrength = aoStrength; + mSSAOShader->Uniforms->Scale = { sceneScaleX, sceneScaleY }; + mSSAOShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY }; + mSSAOShader->Uniforms.Set(); RenderScreenQuad(); // Blur SSAO texture @@ -155,16 +157,18 @@ void FGLRenderer::AmbientOccludeScene() mBuffers->AmbientFB0.Bind(); mBuffers->AmbientTexture1.Bind(0); mDepthBlurShader->Bind(false); - mDepthBlurShader->BlurSharpness[false].Set(blurSharpness); - mDepthBlurShader->InvFullResolution[false].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight); + mDepthBlurShader->Uniforms[false]->BlurSharpness = blurSharpness; + mDepthBlurShader->Uniforms[false]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight }; + mDepthBlurShader->Uniforms[false].Set(); RenderScreenQuad(); mBuffers->AmbientFB1.Bind(); mBuffers->AmbientTexture0.Bind(0); mDepthBlurShader->Bind(true); - mDepthBlurShader->BlurSharpness[true].Set(blurSharpness); - mDepthBlurShader->InvFullResolution[true].Set(1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight); - mDepthBlurShader->PowExponent[true].Set(gl_ssao_exponent); + mDepthBlurShader->Uniforms[true]->BlurSharpness = blurSharpness; + mDepthBlurShader->Uniforms[true]->InvFullResolution = { 1.0f / mBuffers->AmbientWidth, 1.0f / mBuffers->AmbientHeight }; + mDepthBlurShader->Uniforms[true]->PowExponent = gl_ssao_exponent; + mDepthBlurShader->Uniforms[true].Set(); RenderScreenQuad(); } @@ -184,9 +188,10 @@ void FGLRenderer::AmbientOccludeScene() mSSAOCombineShader->Bind(); mSSAOCombineShader->AODepthTexture.Set(0); mSSAOCombineShader->SceneFogTexture.Set(1); - if (gl_multisample > 1) mSSAOCombineShader->SampleCount.Set(gl_multisample); - mSSAOCombineShader->Scale.Set(sceneScaleX, sceneScaleY); - mSSAOCombineShader->Offset.Set(sceneOffsetX, sceneOffsetY); + if (gl_multisample > 1) mSSAOCombineShader->Uniforms->SampleCount = gl_multisample; + mSSAOCombineShader->Uniforms->Scale = { sceneScaleX, sceneScaleY }; + mSSAOCombineShader->Uniforms->Offset = { sceneOffsetX, sceneOffsetY }; + mSSAOCombineShader->Uniforms.Set(); RenderScreenQuad(); FGLDebug::PopGroup(); diff --git a/src/gl/shaders/gl_ambientshader.cpp b/src/gl/shaders/gl_ambientshader.cpp index aafb51204..49765915d 100644 --- a/src/gl/shaders/gl_ambientshader.cpp +++ b/src/gl/shaders/gl_ambientshader.cpp @@ -33,21 +33,18 @@ void FLinearDepthShader::Bind() if (!mShader) { + FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); + if (multisample) prolog += "#define MULTISAMPLE\n"; + mShader.reset(new FShaderProgram()); mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); - mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", multisample ? "#define MULTISAMPLE\n" : "", 330); + mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", prolog, 330); mShader->SetFragDataLocation(0, "FragColor"); mShader->Link("shaders/glsl/lineardepth"); mShader->SetAttribLocation(0, "PositionInProjection"); DepthTexture.Init(*mShader, "DepthTexture"); ColorTexture.Init(*mShader, "ColorTexture"); - SampleIndex.Init(*mShader, "SampleIndex"); - LinearizeDepthA.Init(*mShader, "LinearizeDepthA"); - LinearizeDepthB.Init(*mShader, "LinearizeDepthB"); - InverseDepthRangeA.Init(*mShader, "InverseDepthRangeA"); - InverseDepthRangeB.Init(*mShader, "InverseDepthRangeB"); - Scale.Init(*mShader, "Scale"); - Offset.Init(*mShader, "Offset"); + Uniforms.Init(*mShader); mMultisample = multisample; } mShader->Bind(); @@ -61,26 +58,19 @@ void FSSAOShader::Bind() if (!mShader) { + FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); + prolog += GetDefines(gl_ssao, multisample); + mShader.reset(new FShaderProgram()); mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); - mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", GetDefines(gl_ssao, multisample), 330); + mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", prolog, 330); mShader->SetFragDataLocation(0, "FragColor"); mShader->Link("shaders/glsl/ssao"); mShader->SetAttribLocation(0, "PositionInProjection"); DepthTexture.Init(*mShader, "DepthTexture"); NormalTexture.Init(*mShader, "NormalTexture"); RandomTexture.Init(*mShader, "RandomTexture"); - UVToViewA.Init(*mShader, "UVToViewA"); - UVToViewB.Init(*mShader, "UVToViewB"); - InvFullResolution.Init(*mShader, "InvFullResolution"); - NDotVBias.Init(*mShader, "NDotVBias"); - NegInvR2.Init(*mShader, "NegInvR2"); - RadiusToScreen.Init(*mShader, "RadiusToScreen"); - AOMultiplier.Init(*mShader, "AOMultiplier"); - AOStrength.Init(*mShader, "AOStrength"); - Scale.Init(*mShader, "Scale"); - Offset.Init(*mShader, "Offset"); - SampleIndex.Init(*mShader, "SampleIndex"); + Uniforms.Init(*mShader); mMultisample = multisample; } mShader->Bind(); @@ -116,15 +106,19 @@ void FDepthBlurShader::Bind(bool vertical) auto &shader = mShader[vertical]; if (!shader) { + FString prolog = Uniforms[vertical].CreateDeclaration("Uniforms", UniformBlock::Desc()); + if (vertical) + prolog += "#define BLUR_VERTICAL\n"; + else + prolog += "#define BLUR_HORIZONTAL\n"; + shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); - shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", vertical ? "#define BLUR_VERTICAL\n" : "#define BLUR_HORIZONTAL\n", 330); + shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", prolog, 330); shader.SetFragDataLocation(0, "FragColor"); shader.Link("shaders/glsl/depthblur"); shader.SetAttribLocation(0, "PositionInProjection"); AODepthTexture[vertical].Init(shader, "AODepthTexture"); - BlurSharpness[vertical].Init(shader, "BlurSharpness"); - InvFullResolution[vertical].Init(shader, "InvFullResolution"); - PowExponent[vertical].Init(shader, "PowExponent"); + Uniforms[vertical].Init(shader); } shader.Bind(); } @@ -137,17 +131,19 @@ void FSSAOCombineShader::Bind() if (!mShader) { + FString prolog = Uniforms.CreateDeclaration("Uniforms", UniformBlock::Desc()); + if (multisample) + prolog += "#define MULTISAMPLE\n"; + mShader.reset(new FShaderProgram()); mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330); - mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", multisample ? "#define MULTISAMPLE\n" : "", 330); + mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", prolog, 330); mShader->SetFragDataLocation(0, "FragColor"); mShader->Link("shaders/glsl/ssaocombine"); mShader->SetAttribLocation(0, "PositionInProjection"); AODepthTexture.Init(*mShader, "AODepthTexture"); SceneFogTexture.Init(*mShader, "SceneFogTexture"); - SampleCount.Init(*mShader, "SampleCount"); - Scale.Init(*mShader, "Scale"); - Offset.Init(*mShader, "Offset"); + Uniforms.Init(*mShader); mMultisample = multisample; } mShader->Bind(); diff --git a/src/gl/shaders/gl_ambientshader.h b/src/gl/shaders/gl_ambientshader.h index c0f863656..0420c3e85 100644 --- a/src/gl/shaders/gl_ambientshader.h +++ b/src/gl/shaders/gl_ambientshader.h @@ -12,13 +12,37 @@ public: FBufferedUniformSampler DepthTexture; FBufferedUniformSampler ColorTexture; - FBufferedUniform1i SampleIndex; - FBufferedUniform1f LinearizeDepthA; - FBufferedUniform1f LinearizeDepthB; - FBufferedUniform1f InverseDepthRangeA; - FBufferedUniform1f InverseDepthRangeB; - FBufferedUniform2f Scale; - FBufferedUniform2f Offset; + + struct UniformBlock + { + int SampleIndex; + float LinearizeDepthA; + float LinearizeDepthB; + float InverseDepthRangeA; + float InverseDepthRangeB; + float Padding0, Padding1, Padding2; + FVector2 Scale; + FVector2 Offset; + + static std::vector Desc() + { + return + { + { "SampleIndex", UniformType::Int, offsetof(UniformBlock, SampleIndex) }, + { "LinearizeDepthA", UniformType::Float, offsetof(UniformBlock, LinearizeDepthA) }, + { "LinearizeDepthB", UniformType::Float, offsetof(UniformBlock, LinearizeDepthB) }, + { "InverseDepthRangeA", UniformType::Float, offsetof(UniformBlock, InverseDepthRangeA) }, + { "InverseDepthRangeB", UniformType::Float, offsetof(UniformBlock, InverseDepthRangeB) }, + { "Padding0", UniformType::Float, offsetof(UniformBlock, Padding0) }, + { "Padding1", UniformType::Float, offsetof(UniformBlock, Padding1) }, + { "Padding2", UniformType::Float, offsetof(UniformBlock, Padding2) }, + { "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) }, + { "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) } + }; + } + }; + + ShaderUniforms Uniforms; private: std::unique_ptr mShader; @@ -33,17 +57,44 @@ public: FBufferedUniformSampler DepthTexture; FBufferedUniformSampler NormalTexture; FBufferedUniformSampler RandomTexture; - FBufferedUniform2f UVToViewA; - FBufferedUniform2f UVToViewB; - FBufferedUniform2f InvFullResolution; - FBufferedUniform1f NDotVBias; - FBufferedUniform1f NegInvR2; - FBufferedUniform1f RadiusToScreen; - FBufferedUniform1f AOMultiplier; - FBufferedUniform1f AOStrength; - FBufferedUniform2f Scale; - FBufferedUniform2f Offset; - FBufferedUniform1i SampleIndex; + + struct UniformBlock + { + FVector2 UVToViewA; + FVector2 UVToViewB; + FVector2 InvFullResolution; + float NDotVBias; + float NegInvR2; + float RadiusToScreen; + float AOMultiplier; + float AOStrength; + int SampleIndex; + float Padding0, Padding1; + FVector2 Scale; + FVector2 Offset; + + static std::vector Desc() + { + return + { + { "UVToViewA", UniformType::Vec2, offsetof(UniformBlock, UVToViewA) }, + { "UVToViewB", UniformType::Vec2, offsetof(UniformBlock, UVToViewB) }, + { "InvFullResolution", UniformType::Vec2, offsetof(UniformBlock, InvFullResolution) }, + { "NDotVBias", UniformType::Float, offsetof(UniformBlock, NDotVBias) }, + { "NegInvR2", UniformType::Float, offsetof(UniformBlock, NegInvR2) }, + { "RadiusToScreen", UniformType::Float, offsetof(UniformBlock, RadiusToScreen) }, + { "AOMultiplier", UniformType::Float, offsetof(UniformBlock, AOMultiplier) }, + { "AOStrength", UniformType::Float, offsetof(UniformBlock, AOStrength) }, + { "SampleIndex", UniformType::Int, offsetof(UniformBlock, SampleIndex) }, + { "Padding0", UniformType::Float, offsetof(UniformBlock, Padding0) }, + { "Padding1", UniformType::Float, offsetof(UniformBlock, Padding1) }, + { "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) }, + { "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) }, + }; + } + }; + + ShaderUniforms Uniforms; private: enum Quality @@ -68,9 +119,25 @@ public: void Bind(bool vertical); FBufferedUniformSampler AODepthTexture[2]; - FBufferedUniform1f BlurSharpness[2]; - FBufferedUniform2f InvFullResolution[2]; - FBufferedUniform1f PowExponent[2]; + + struct UniformBlock + { + float BlurSharpness; + float PowExponent; + FVector2 InvFullResolution; + + static std::vector Desc() + { + return + { + { "BlurSharpness", UniformType::Float, offsetof(UniformBlock, BlurSharpness) }, + { "PowExponent", UniformType::Float, offsetof(UniformBlock, PowExponent) }, + { "InvFullResolution", UniformType::Vec2, offsetof(UniformBlock, InvFullResolution) } + }; + } + }; + + ShaderUniforms Uniforms[2]; private: FShaderProgram mShader[2]; @@ -83,9 +150,29 @@ public: FBufferedUniformSampler AODepthTexture; FBufferedUniformSampler SceneFogTexture; - FBufferedUniform1i SampleCount; - FBufferedUniform2f Scale; - FBufferedUniform2f Offset; + + struct UniformBlock + { + int SampleCount; + int Padding0, Padding1, Padding2; + FVector2 Scale; + FVector2 Offset; + + static std::vector Desc() + { + return + { + { "SampleCount", UniformType::Int, offsetof(UniformBlock, SampleCount) }, + { "Padding0", UniformType::Int, offsetof(UniformBlock, Padding0) }, + { "Padding1", UniformType::Int, offsetof(UniformBlock, Padding1) }, + { "Padding2", UniformType::Int, offsetof(UniformBlock, Padding2) }, + { "Scale", UniformType::Vec2, offsetof(UniformBlock, Scale) }, + { "Offset", UniformType::Vec2, offsetof(UniformBlock, Offset) } + }; + } + }; + + ShaderUniforms Uniforms; private: std::unique_ptr mShader; diff --git a/src/gl/shaders/gl_shader.h b/src/gl/shaders/gl_shader.h index 5aa1fdedc..b467cba38 100644 --- a/src/gl/shaders/gl_shader.h +++ b/src/gl/shaders/gl_shader.h @@ -407,7 +407,8 @@ public: enum { - LIGHTBUF_BINDINGPOINT = 1 + LIGHTBUF_BINDINGPOINT = 1, + POSTPROCESS_BINDINGPOINT = 2 }; #endif diff --git a/src/gl/shaders/gl_shaderprogram.h b/src/gl/shaders/gl_shaderprogram.h index aabfb1f6f..74e1ea9c0 100644 --- a/src/gl/shaders/gl_shaderprogram.h +++ b/src/gl/shaders/gl_shaderprogram.h @@ -1,8 +1,121 @@ -#ifndef __GL_SHADERPROGRAM_H -#define __GL_SHADERPROGRAM_H + +#pragma once #include "gl_shader.h" +enum class UniformType +{ + Int, + UInt, + Float, + Vec2, + Vec3, + Vec4, + IVec2, + IVec3, + IVec4, + UVec2, + UVec3, + UVec4, +}; + +class UniformFieldDesc +{ +public: + UniformFieldDesc() { } + UniformFieldDesc(const char *name, UniformType type, std::size_t offset) : Name(name), Type(type), Offset(offset) { } + + const char *Name; + UniformType Type; + std::size_t Offset; +}; + +template +class ShaderUniforms +{ +public: + ShaderUniforms() + { + memset(&Values, 0, sizeof(Values)); + } + + ~ShaderUniforms() + { + if (mBufferHandle) + glDeleteBuffers(1, &mBufferHandle); + } + + FString CreateDeclaration(const char *name, const std::vector &fields) + { + mName = name; + mFields = fields; + + FString decl; + decl.Format("layout(std140) uniform %s\n{\n", name); + for (const auto &field : fields) + { + decl.AppendFormat("\t%s %s;\n", GetTypeStr(field.Type), field.Name); + } + decl += "};\n"; + + return decl; + } + + void Init(GLuint hShader, int index = POSTPROCESS_BINDINGPOINT) + { + GLuint uniformBlockIndex = glGetUniformBlockIndex(hShader, mName); + if (uniformBlockIndex != GL_INVALID_INDEX) + { + glUniformBlockBinding(hShader, uniformBlockIndex, index); + glGenBuffers(1, (GLuint*)&mBufferHandle); + mIndex = index; + } + } + + void Set() + { + glBindBuffer(GL_UNIFORM_BUFFER, mBufferHandle); + glBufferData(GL_UNIFORM_BUFFER, sizeof(T), &Values, GL_STREAM_DRAW); + + glBindBufferBase(GL_UNIFORM_BUFFER, mIndex, mBufferHandle); + } + + T *operator->() { return &Values; } + const T *operator->() const { return &Values; } + + T Values; + +private: + ShaderUniforms(const ShaderUniforms &) = delete; + ShaderUniforms &operator=(const ShaderUniforms &) = delete; + + const char *GetTypeStr(UniformType type) + { + switch (type) + { + default: + case UniformType::Int: return "int"; + case UniformType::UInt: return "uint"; + case UniformType::Float: return "float"; + case UniformType::Vec2: return "vec2"; + case UniformType::Vec3: return "vec3"; + case UniformType::Vec4: return "vec4"; + case UniformType::IVec2: return "ivec2"; + case UniformType::IVec3: return "ivec3"; + case UniformType::IVec4: return "ivec4"; + case UniformType::UVec2: return "uvec2"; + case UniformType::UVec3: return "uvec3"; + case UniformType::UVec4: return "uvec4"; + } + } + + const char *mName = nullptr; + int mIndex = -1; + GLuint mBufferHandle = 0; + std::vector mFields; + std::vector mUniformLocations; +}; + class FShaderProgram { public: @@ -39,5 +152,3 @@ private: GLuint mProgram = 0; GLuint mShaders[NumShaderTypes]; }; - -#endif \ No newline at end of file diff --git a/wadsrc/static/shaders/glsl/depthblur.fp b/wadsrc/static/shaders/glsl/depthblur.fp index 7e3dad074..627014f88 100644 --- a/wadsrc/static/shaders/glsl/depthblur.fp +++ b/wadsrc/static/shaders/glsl/depthblur.fp @@ -3,9 +3,6 @@ in vec2 TexCoord; out vec4 FragColor; uniform sampler2D AODepthTexture; -uniform float BlurSharpness; -uniform vec2 InvFullResolution; -uniform float PowExponent; #define KERNEL_RADIUS 3.0 diff --git a/wadsrc/static/shaders/glsl/lineardepth.fp b/wadsrc/static/shaders/glsl/lineardepth.fp index 3e2b3eb95..a139b8ac0 100644 --- a/wadsrc/static/shaders/glsl/lineardepth.fp +++ b/wadsrc/static/shaders/glsl/lineardepth.fp @@ -5,19 +5,11 @@ out vec4 FragColor; #if defined(MULTISAMPLE) uniform sampler2DMS DepthTexture; uniform sampler2DMS ColorTexture; -uniform int SampleIndex; #else uniform sampler2D DepthTexture; uniform sampler2D ColorTexture; #endif -uniform float LinearizeDepthA; -uniform float LinearizeDepthB; -uniform float InverseDepthRangeA; -uniform float InverseDepthRangeB; -uniform vec2 Scale; -uniform vec2 Offset; - float normalizeDepth(float depth) { float normalizedDepth = clamp(InverseDepthRangeA * depth + InverseDepthRangeB, 0.0, 1.0); diff --git a/wadsrc/static/shaders/glsl/ssao.fp b/wadsrc/static/shaders/glsl/ssao.fp index 3b2db6005..ea4bc6644 100644 --- a/wadsrc/static/shaders/glsl/ssao.fp +++ b/wadsrc/static/shaders/glsl/ssao.fp @@ -2,25 +2,10 @@ in vec2 TexCoord; out vec4 FragColor; -uniform vec2 UVToViewA; -uniform vec2 UVToViewB; -uniform vec2 InvFullResolution; - -uniform float NDotVBias; -uniform float NegInvR2; -uniform float RadiusToScreen; -uniform float AOMultiplier; - -uniform float AOStrength; - -uniform vec2 Scale; -uniform vec2 Offset; - uniform sampler2D DepthTexture; #if defined(MULTISAMPLE) uniform sampler2DMS NormalTexture; -uniform int SampleIndex; #else uniform sampler2D NormalTexture; #endif diff --git a/wadsrc/static/shaders/glsl/ssaocombine.fp b/wadsrc/static/shaders/glsl/ssaocombine.fp index 4ca64421b..692829dc4 100644 --- a/wadsrc/static/shaders/glsl/ssaocombine.fp +++ b/wadsrc/static/shaders/glsl/ssaocombine.fp @@ -6,14 +6,10 @@ uniform sampler2D AODepthTexture; #if defined(MULTISAMPLE) uniform sampler2DMS SceneFogTexture; -uniform int SampleCount; #else uniform sampler2D SceneFogTexture; #endif -uniform vec2 Scale; -uniform vec2 Offset; - void main() { vec2 uv = Offset + TexCoord * Scale;