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https://github.com/ZDoom/raze-gles.git
synced 2024-12-27 20:20:40 +00:00
- renamed a few more things in the shader.
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parent
fc466849ce
commit
3adfdfcac5
4 changed files with 17 additions and 14 deletions
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@ -138,8 +138,9 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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NPOTEmulationFactor.Init(hShader, "u_npotEmulationFactor");
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NPOTEmulationFactor.Init(hShader, "u_npotEmulationFactor");
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NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset");
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NPOTEmulationXOffset.Init(hShader, "u_npotEmulationXOffset");
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Brightness.Init(hShader, "u_brightness");
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Brightness.Init(hShader, "u_brightness");
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FogColor.Init(hShader, "u_fogColor");
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TextureMode.Init(hShader, "uTextureMode");
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FogColor.Init(hShader, "uFogColor");
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muFogEnabled.Init(hShader, "uFogEnabled");
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muFogEnabled.Init(hShader, "uFogEnabled");
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muLightParms.Init(hShader, "uLightAttr");
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muLightParms.Init(hShader, "uLightAttr");
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AlphaThreshold.Init(hShader, "uAlphaThreshold");
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AlphaThreshold.Init(hShader, "uAlphaThreshold");
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@ -160,11 +161,11 @@ bool PolymostShader::Load(const char * name, const char * vert_prog, const char
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int SamplerLoc;
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int SamplerLoc;
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SamplerLoc = glGetUniformLocation(hShader, "s_texture");
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SamplerLoc = glGetUniformLocation(hShader, "s_texture");
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glUniform1i(SamplerLoc, 0);
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glUniform1i(SamplerLoc, 0);
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SamplerLoc = glGetUniformLocation(hShader, "s_brightmap");
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SamplerLoc = glGetUniformLocation(hShader, "brighttexture");
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glUniform1i(SamplerLoc, 1);
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glUniform1i(SamplerLoc, 1);
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SamplerLoc = glGetUniformLocation(hShader, "s_detail");
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SamplerLoc = glGetUniformLocation(hShader, "detailtexture");
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glUniform1i(SamplerLoc, 2);
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glUniform1i(SamplerLoc, 2);
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SamplerLoc = glGetUniformLocation(hShader, "s_glow");
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SamplerLoc = glGetUniformLocation(hShader, "glowtexture");
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glUniform1i(SamplerLoc, 3);
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glUniform1i(SamplerLoc, 3);
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SamplerLoc = glGetUniformLocation(hShader, "s_palette");
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SamplerLoc = glGetUniformLocation(hShader, "s_palette");
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glUniform1i(SamplerLoc, 4);
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glUniform1i(SamplerLoc, 4);
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@ -32,6 +32,7 @@ public:
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FBufferedUniform1f Brightness;
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FBufferedUniform1f Brightness;
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FBufferedUniformPalEntry FogColor;
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FBufferedUniformPalEntry FogColor;
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FBufferedUniform1i TextureMode;
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FBufferedUniform4f DetailParms;
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FBufferedUniform4f DetailParms;
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FBufferedUniform1f AlphaThreshold;
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FBufferedUniform1f AlphaThreshold;
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FBufferedUniform1i muFogEnabled;
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FBufferedUniform1i muFogEnabled;
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@ -116,6 +116,10 @@ auto i_data = R"(
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float uClipHeightDirection;
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float uClipHeightDirection;
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int uShadowmapFilter;
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int uShadowmapFilter;
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};
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};
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uniform sampler2D detailtexture;
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uniform sampler2D glowtexture;
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uniform sampler2D brighttexture;
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uniform mat4 ModelMatrix;
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uniform mat4 ModelMatrix;
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uniform mat4 NormalModelMatrix;
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uniform mat4 NormalModelMatrix;
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uniform mat4 TextureMatrix;
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uniform mat4 TextureMatrix;
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@ -132,6 +136,8 @@ auto i_data = R"(
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#define uLightFactor uLightAttr.g
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#define uLightFactor uLightAttr.g
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#define uLightDist uLightAttr.r
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#define uLightDist uLightAttr.r
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uniform int uFogEnabled;
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uniform int uFogEnabled;
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uniform vec4 uFogColor;
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uniform int uTextureMode;
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)";
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)";
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@ -543,7 +549,7 @@ void PolymostRenderState::Apply(PolymostShader* shader, GLState& oldState)
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shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
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shader->AlphaThreshold.Set(AlphaTest ? AlphaThreshold : -1.f);
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shader->Brightness.Set(Brightness);
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shader->Brightness.Set(Brightness);
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shader->FogColor.Set(FogColor);
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shader->FogColor.Set(FogColor);
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float lightattr[] = { ShadeDiv / (numshades - 2), VisFactor, (Flags & RF_MapFog) ? -5.f : 0.f , Shade };
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float lightattr[] = { ShadeDiv / (numshades - 2), VisFactor, (Flags & RF_MapFog) ? -5.f : 0.f , ShadeDiv >= 1 / 1000.f? Shade : 0 };
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shader->muLightParms.Set(lightattr);
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shader->muLightParms.Set(lightattr);
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FVector4 addcol(0, 0, 0, 0);
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FVector4 addcol(0, 0, 0, 0);
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@ -13,16 +13,11 @@ uniform sampler2D s_palswap;
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//s_palette is the base palette texture where u is the color index
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//s_palette is the base palette texture where u is the color index
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uniform sampler2D s_palette;
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uniform sampler2D s_palette;
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uniform sampler2D s_detail;
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uniform sampler2D s_glow;
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uniform sampler2D s_brightmap;
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uniform int u_flags;
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uniform int u_flags;
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uniform float u_npotEmulationFactor;
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uniform float u_npotEmulationFactor;
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uniform float u_npotEmulationXOffset;
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uniform float u_npotEmulationXOffset;
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uniform float u_brightness;
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uniform float u_brightness;
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uniform vec4 u_fogColor;
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in vec4 v_color;
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in vec4 v_color;
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in float v_distance;
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in float v_distance;
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@ -165,7 +160,7 @@ void main()
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vec4 detailColor = vec4(1.0);
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vec4 detailColor = vec4(1.0);
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if ((u_flags & RF_DetailMapping) != 0)
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if ((u_flags & RF_DetailMapping) != 0)
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{
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{
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detailColor = texture(s_detail, newCoord * uDetailParms.xy) * uDetailParms.z;
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detailColor = texture(detailtexture, newCoord * uDetailParms.xy) * uDetailParms.z;
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detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a);
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detailColor = mix(vec4(1.0), 2.0 * detailColor, detailColor.a);
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// Application of this differs based on render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before.
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// Application of this differs based on render mode because for paletted rendering with palettized shade tables it can only be done after processing the shade table. We only have a palette index before.
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}
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}
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@ -217,10 +212,10 @@ void main()
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if ((u_flags & RF_Brightmapping) != 0)
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if ((u_flags & RF_Brightmapping) != 0)
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{
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{
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lightcolor = clamp(lightcolor + texture(s_brightmap, v_texCoord.xy).rgb, 0.0, 1.0);
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lightcolor = clamp(lightcolor + texture(brighttexture, v_texCoord.xy).rgb, 0.0, 1.0);
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}
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}
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color.rgb *= lightcolor;
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color.rgb *= lightcolor;
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if (uFogDensity == 0.0) color.rgb += u_fogColor.rgb * shade;
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if (uFogDensity == 0.0) color.rgb += uFogColor.rgb * shade;
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}
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}
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else color.rgb *= v_color.rgb;
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else color.rgb *= v_color.rgb;
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}
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}
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@ -241,7 +236,7 @@ void main()
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if ((u_flags & (RF_ColorOnly|RF_GlowMapping)) == RF_GlowMapping)
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if ((u_flags & (RF_ColorOnly|RF_GlowMapping)) == RF_GlowMapping)
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{
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{
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vec4 glowColor = texture(s_glow, v_texCoord.xy);
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vec4 glowColor = texture(glowtexture, v_texCoord.xy);
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color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a);
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color.rgb = mix(color.rgb, glowColor.rgb, glowColor.a);
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}
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}
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