Move closer to removing all geom shaders
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@@ -0,0 +1,21 @@
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#version 450 core
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layout(early_fragment_tests) in;
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layout (std140, binding = 1) uniform TheLight { vec4 lightPos; vec4 lumRad; };
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layout (binding = 0) uniform sampler2D screenTexture;
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layout (binding = 1) uniform sampler2D normals;
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in vec2 vTexPos;
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out vec4 fColor;
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float rad = lumRad.a;
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void main() {
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vec3 pos = texture(screenTexture, vTexPos).xyz;
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vec3 distVec = pos - lightPos.xyz;
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float dist = dot(distVec, distVec);
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vec3 norm = texture(normals, vTexPos).xyz;
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float y1 = dot(norm, distVec);
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float y2 = float(y1 > 0 ? 1 : 0.1);
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//bool t = pos.z > lightPos.z && norm.z > 0;
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//float y2 = float(y1 > 0 || t ? 1 : 0.1);
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float x = 1 - (pow(dist / rad,4));
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vec3 c = y2* x * lumRad.rgb;
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fColor = vec4(c, 0);
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}
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@@ -0,0 +1,8 @@
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#version 450 core
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layout (std140, binding = 2) uniform PosTex { vec4 posTex[6]; };
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(posTex[gl_VertexID].xy,0,1);
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vTexPos = posTex[gl_VertexID].zw;
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}
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@@ -10,6 +10,5 @@ void main()
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{
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gl_Position = theMat * pos;
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vColor = inColor;
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//vTexCoord = inTexCoord.xyz;
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vTexCoord = inTexCoord;
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}
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@@ -122,7 +122,6 @@ preloadRender = do
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putStrLn "Setup full screen shaders"
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alphadivideshader <- makeSourcedShader "texture2D/alphaDivide" [vert, frag]
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fsShad <- makeSourcedShader "texture/simple" [vert, frag]
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-- transcompshader <- makeSourcedShader "fullscreen/transparencyComp" [vert, frag]
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bloomBlurShad <- makeSourcedShader "texture/bloomBlur" [vert, frag]
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lightingTextureShad <- makeSourcedShader "lighting/texture" [vert, frag]
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lightingCloudShad <- makeSourcedShader "lighting/cloud" [vert, frag]
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@@ -185,7 +184,6 @@ preloadRender = do
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, _windowPullShader = winpull
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, _pullWallShader = wallpull
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, _fullscreenShader = fsShad
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-- , _transparencyCompShader = transcompshader
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, _alphaDivideShader = alphadivideshader
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, _lightingTextureShader = lightingTextureShad
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, _lightingCloudShader = lightingCloudShad
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@@ -125,16 +125,14 @@ setupVertexAttribPointer vao loc va = do
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where
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loc' = fromIntegral loc
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makeShaderProgram ::
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String ->
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[(GLenum, BS.ByteString)] -> -- list of shaders
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IO GLuint
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makeShaderProgram :: String -> [(GLenum, BS.ByteString)] -> IO GLuint
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makeShaderProgram str srcs = do
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theprog <- glCreateProgram
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shaders <- mapM (compileAndCheckShader str) srcs
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mapM_ (glAttachShader theprog) shaders
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glLinkProgram theprog
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checkErrorGL (str ++ " linking ") glGetProgramiv glGetProgramInfoLog theprog GL_LINK_STATUS
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checkErrorGL
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(str ++ " linking ") glGetProgramiv glGetProgramInfoLog theprog GL_LINK_STATUS
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mapM_ (glDetachShader theprog) shaders
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mapM_ glDeleteShader shaders
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return theprog
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+4
-5
@@ -499,11 +499,10 @@ pokeLayVerx vbos counts vx = do
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pokeStride :: ShadNum -> Int
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{-# INLINE pokeStride #-}
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pokeStride PolyShad = 7 + 1
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--pokeStride TextShad = 11
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pokeStride TextShad = 10 + 2
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pokeStride ArcShad = 10 + 2
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pokeStride EllShad = 7 + 1
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pokeStride PolyShad = 8
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pokeStride TextShad = 12
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pokeStride ArcShad = 12
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pokeStride EllShad = 8
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poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
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{-# INLINE poke34 #-}
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@@ -4379,8 +4379,8 @@ pointerYourSelectedItem src/Dodge/Item/Location.hs 26;" f
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pointsToPoly src/Geometry/ConvexPoly.hs 35;" f
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poisonSPic src/Dodge/Creature/Update.hs 125;" f
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poisonSprayer src/Dodge/Item/Held/SprayGuns.hs 17;" f
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poke34 src/Shader/Poke.hs 508;" f
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pokeArrayOff src/Shader/Poke.hs 520;" f
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poke34 src/Shader/Poke.hs 507;" f
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pokeArrayOff src/Shader/Poke.hs 519;" f
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pokeBox src/Shader/Poke.hs 228;" f
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pokeBoxSurface src/Shader/Poke.hs 261;" f
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pokeChasm src/Shader/Poke/Floor.hs 25;" f
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