Remove unnecessary uniforms

This commit is contained in:
jgk
2021-06-10 18:07:26 +02:00
parent 95f8e57e45
commit 02511afa80
10 changed files with 69 additions and 93 deletions
+2 -5
View File
@@ -40,10 +40,10 @@ preloadRender = do
lsShad <- makeShader "lighting/floor" [vert,geom,frag] [(0,4)] Points
(return . return . flat4)
wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [(0,4)] Points pokeWPStrat
>>= addUniforms ["lightPos","perpMat","facesToDraw"]
>>= addUniforms ["lightPos"]
wlLightShad
<- makeShader "lighting/wall" [vert,geom,frag] [(0,4)] Points pokeWPStrat
>>= addUniforms ["lightPos","perpMat","radLum"]
>>= addUniforms ["lightPos","radLum"]
-- 2D draw shaders
bslist <- makeShader "twoD/basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
lslist <- makeShader "twoD/basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
@@ -82,12 +82,9 @@ preloadRender = do
-- >>= addTexture "data/texture/smudgedDirt.png"
-- blank wallShader
wlBlank <- makeShader "wall/blank" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPColStrat
-- >>= addTexture "data/texture/grayscaleDirt.png"
>>= addUniforms ["perpMat"]
-- textured wallShader
wlTexture <- makeShader "wall/texture" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPColStrat
>>= addTexture "data/texture/grayscaleDirt.png"
>>= addUniforms ["perpMat"]
-- framebuffer for lighting
(fbo,fboTO,fboRBO) <- setupFramebufferWithStencil
framebuf2 <- setupFramebufferWithStencil
+7 -10
View File
@@ -38,12 +38,11 @@ setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat = do
bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
-- reseting this uniform appears to be necessary
uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
$= Vector2 viewFromx viewFromy
uniform ( (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 1)
$= pmat
uniform ( (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 2)
$= (0 :: Float)
-- uniform ( (_shaderMatrixUniform $ _lightingOccludeShader pdata))
-- $= pmat
-- cullFace $= Just Front
drawShader (_lightingOccludeShader pdata) nWalls
colorMask $= Color4 Enabled Enabled Enabled Enabled
@@ -81,7 +80,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
-- set uniforms for shader that draws lights
currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
uniform ( (_shaderCustomUnis $ _lightingWallShader pdata) !! 1)
uniform (_shaderMatrixUniform $ _lightingWallShader pdata)
$= pmat
-- clear buffer to full alpha and furthest depth
clearColor $= Color4 0 0 0 1
@@ -93,10 +92,8 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
$= Vector2 viewFromx viewFromy
uniform ( (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 1)
uniform ( (_shaderMatrixUniform $ _lightingOccludeShader pdata))
$= pmat
uniform ( (_shaderCustomUnis $ _lightingOccludeShader pdata) !! 2)
$= (0 :: Float)
cullFace $= Just Back
drawShader (_lightingOccludeShader pdata) nWalls
@@ -142,7 +139,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
uniform (head $ _shaderCustomUnis $ _lightingWallShader pdata)
$= Vector2 x y
uniform ((_shaderCustomUnis $ _lightingWallShader pdata) !! 2)
uniform (_shaderCustomUnis (_lightingWallShader pdata) !! 1)
$= Vector2 r lum
drawShader (_lightingWallShader pdata) nWallLights
cullFace $= Nothing