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Sanitize texture coordinate usage in the GPU program. That allows normal and glow maps to benefit from the diffuse map scale.
git-svn-id: https://svn.eduke32.com/eduke32@1280 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 9 additions and 9 deletions
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@ -198,7 +198,6 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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" //TBN = mat3(gl_NormalMatrix * T, gl_NormalMatrix * B, gl_NormalMatrix * N);\n"
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" //TBN = mat3(gl_NormalMatrix * T, gl_NormalMatrix * B, gl_NormalMatrix * N);\n"
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" matTBN = gl_NormalMatrix * mat3(T, B, N);\n"
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" matTBN = gl_NormalMatrix * mat3(T, B, N);\n"
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"\n"
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"\n"
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" gl_TexCoord[texCoord++] = gl_MultiTexCoord0;\n"
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" isNormalMapped = 1;\n"
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" isNormalMapped = 1;\n"
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"\n",
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"\n",
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// frag_def
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// frag_def
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@ -206,7 +205,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"varying mat3 matTBN;\n"
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"varying mat3 matTBN;\n"
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"\n",
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"\n",
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// frag_prog
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// frag_prog
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" normalTexel = texture2D(normalMap, gl_TexCoord[texCoord++].st);\n"
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" normalTexel = texture2D(normalMap, gl_TexCoord[0].st);\n"
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" isNormalMapped = 1;\n"
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" isNormalMapped = 1;\n"
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" TBN = matTBN;\n"
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" TBN = matTBN;\n"
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"\n",
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"\n",
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@ -217,13 +216,13 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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"uniform vec2 diffuseScale;\n"
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"uniform vec2 diffuseScale;\n"
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"\n",
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"\n",
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// vert_prog
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// vert_prog
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" gl_TexCoord[texCoord++] = vec4(diffuseScale, 1.0, 1.0) * gl_MultiTexCoord0;\n"
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" gl_TexCoord[0] = vec4(diffuseScale, 1.0, 1.0) * gl_MultiTexCoord0;\n"
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"\n",
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"\n",
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// frag_def
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// frag_def
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"uniform sampler2D diffuseMap;\n"
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"uniform sampler2D diffuseMap;\n"
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"\n",
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"\n",
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// frag_prog
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// frag_prog
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" diffuseTexel = texture2D(diffuseMap, gl_TexCoord[texCoord++].st);\n"
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" diffuseTexel = texture2D(diffuseMap, gl_TexCoord[0].st);\n"
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" if (isLightingPass == 0)\n"
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" if (isLightingPass == 0)\n"
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" result *= diffuseTexel;\n"
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" result *= diffuseTexel;\n"
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"\n",
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"\n",
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@ -297,15 +296,14 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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// vert_def
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// vert_def
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"",
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"",
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// vert_prog
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// vert_prog
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" gl_TexCoord[texCoord++] = gl_MultiTexCoord0;\n"
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"",
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"\n",
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// frag_def
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// frag_def
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"uniform sampler2D glowMap;\n"
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"uniform sampler2D glowMap;\n"
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"\n",
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"\n",
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// frag_prog
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// frag_prog
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" vec4 glowTexel;\n"
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" vec4 glowTexel;\n"
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"\n"
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"\n"
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" glowTexel = texture2D(glowMap, gl_TexCoord[texCoord++].st);\n"
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" glowTexel = texture2D(glowMap, gl_TexCoord[0].st);\n"
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" result = vec4((result.rgb * (1.0 - glowTexel.a)) + (glowTexel.rgb * glowTexel.a), result.a);\n"
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" result = vec4((result.rgb * (1.0 - glowTexel.a)) + (glowTexel.rgb * glowTexel.a), result.a);\n"
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"\n",
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"\n",
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},
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},
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@ -416,11 +414,13 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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// vert_def
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// vert_def
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"void main(void)\n"
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"void main(void)\n"
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"{\n"
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"{\n"
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" int texCoord = 0;\n"
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" int texCoord = 1;\n"
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" vec4 curVertex = gl_Vertex;\n"
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" vec4 curVertex = gl_Vertex;\n"
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" vec3 curNormal = gl_Normal;\n"
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" vec3 curNormal = gl_Normal;\n"
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" int isNormalMapped = 0;\n"
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" int isNormalMapped = 0;\n"
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" mat3 TBN;\n"
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" mat3 TBN;\n"
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"\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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"\n",
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"\n",
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// vert_prog
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// vert_prog
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" gl_Position = gl_ModelViewProjectionMatrix * curVertex;\n"
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" gl_Position = gl_ModelViewProjectionMatrix * curVertex;\n"
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@ -428,7 +428,7 @@ _prprogrambit prprogrambits[PR_BIT_COUNT] = {
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// frag_def
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// frag_def
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"void main(void)\n"
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"void main(void)\n"
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"{\n"
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"{\n"
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" int texCoord = 0;\n"
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" int texCoord = 1;\n"
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" vec4 result = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" vec4 result = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" vec4 diffuseTexel = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" vec4 diffuseTexel = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" vec4 normalTexel;\n"
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" vec4 normalTexel;\n"
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