Fixed #316 where some post processing effects were not working when using OPENGL_3 renderer due to an error in the fragment shader.

experimental
Daniel Johansson 9 years ago
parent f470637361
commit 109c5e80cf
  1. 4
      jme3-effects/src/main/resources/Common/MatDefs/Post/CrossHatch15.frag
  2. 6
      jme3-effects/src/main/resources/Common/MatDefs/Post/DepthOfField15.frag
  3. 3
      jme3-effects/src/main/resources/Common/MatDefs/Post/Fade15.frag
  4. 3
      jme3-effects/src/main/resources/Common/MatDefs/Post/Fog15.frag
  5. 3
      jme3-effects/src/main/resources/Common/MatDefs/Post/Overlay15.frag
  6. 3
      jme3-effects/src/main/resources/Common/MatDefs/Post/Posterization15.frag
  7. 3
      jme3-effects/src/main/resources/Common/MatDefs/Post/bloomFinal15.frag
  8. 3
      jme3-effects/src/main/resources/Common/MatDefs/SSAO/ssaoBlur15.frag

@ -18,6 +18,8 @@ uniform float m_Luminance5;
uniform float m_LineDistance; uniform float m_LineDistance;
uniform float m_LineThickness; uniform float m_LineThickness;
out vec4 fragColor;
void main() { void main() {
vec4 texVal = getColor(m_Texture, texCoord); vec4 texVal = getColor(m_Texture, texCoord);
float linePixel = 0; float linePixel = 0;
@ -49,5 +51,5 @@ void main() {
// Mix paper color with existing color information // Mix paper color with existing color information
vec4 paperColor = mix(m_PaperColor, texVal, m_ColorInfluencePaper); vec4 paperColor = mix(m_PaperColor, texVal, m_ColorInfluencePaper);
gl_FragColor = mix(paperColor, lineColor, linePixel); fragColor = mix(paperColor, lineColor, linePixel);
} }

@ -11,6 +11,8 @@ uniform float m_YScale;
vec2 m_NearFar = vec2( 0.1, 1000.0 ); vec2 m_NearFar = vec2( 0.1, 1000.0 );
out vec4 fragColor;
void main() { void main() {
vec4 texVal = getColor( m_Texture, texCoord ); vec4 texVal = getColor( m_Texture, texCoord );
@ -44,7 +46,7 @@ void main() {
if( unfocus < 0.2 ) { if( unfocus < 0.2 ) {
// If we are mostly in focus then don't bother with the // If we are mostly in focus then don't bother with the
// convolution filter // convolution filter
gl_FragColor = texVal; fragColor = texVal;
} else { } else {
// Perform a wide convolution filter and we scatter it // Perform a wide convolution filter and we scatter it
// a bit to avoid some texture look-ups. Instead of // a bit to avoid some texture look-ups. Instead of
@ -83,7 +85,7 @@ void main() {
sum = sum / 12.0; sum = sum / 12.0;
gl_FragColor = mix( texVal, sum, unfocus ); fragColor = mix( texVal, sum, unfocus );
// I used this for debugging the range // I used this for debugging the range
// gl_FragColor.r = unfocus; // gl_FragColor.r = unfocus;

@ -4,8 +4,9 @@ uniform COLORTEXTURE m_Texture;
uniform float m_Value; uniform float m_Value;
in vec2 texCoord; in vec2 texCoord;
out vec4 fragColor;
void main() { void main() {
vec4 texVal = getColor(m_Texture, texCoord); vec4 texVal = getColor(m_Texture, texCoord);
gl_FragColor = texVal * m_Value; fragColor = texVal * m_Value;
} }

@ -8,6 +8,7 @@ uniform float m_FogDensity;
uniform float m_FogDistance; uniform float m_FogDistance;
in vec2 texCoord; in vec2 texCoord;
out vec4 fragColor;
vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance); vec2 m_FrustumNearFar=vec2(1.0,m_FogDistance);
const float LOG2 = 1.442695; const float LOG2 = 1.442695;
@ -19,6 +20,6 @@ void main() {
float fogFactor = exp2( -m_FogDensity * m_FogDensity * depth * depth * LOG2 ); float fogFactor = exp2( -m_FogDensity * m_FogDensity * depth * depth * LOG2 );
fogFactor = clamp(fogFactor, 0.0, 1.0); fogFactor = clamp(fogFactor, 0.0, 1.0);
gl_FragColor =mix(m_FogColor,texVal,fogFactor); fragColor =mix(m_FogColor,texVal,fogFactor);
} }

@ -3,9 +3,10 @@
uniform COLORTEXTURE m_Texture; uniform COLORTEXTURE m_Texture;
uniform vec4 m_Color; uniform vec4 m_Color;
in vec2 texCoord; in vec2 texCoord;
out vec4 fragColor;
void main() { void main() {
vec4 texVal = getColor(m_Texture, texCoord); vec4 texVal = getColor(m_Texture, texCoord);
gl_FragColor = texVal * m_Color; fragColor = texVal * m_Color;
} }

@ -2,6 +2,7 @@
uniform COLORTEXTURE m_Texture; uniform COLORTEXTURE m_Texture;
in vec2 texCoord; in vec2 texCoord;
out vec4 fragColor;
uniform int m_NumColors; uniform int m_NumColors;
uniform float m_Gamma; uniform float m_Gamma;
@ -16,5 +17,5 @@ void main() {
texVal = texVal / m_NumColors; texVal = texVal / m_NumColors;
texVal = pow(texVal, vec4(1.0/m_Gamma)); texVal = pow(texVal, vec4(1.0/m_Gamma));
gl_FragColor = mix(getColor(m_Texture, texCoord), texVal, m_Strength); fragColor = mix(getColor(m_Texture, texCoord), texVal, m_Strength);
} }

@ -6,10 +6,11 @@ uniform sampler2D m_BloomTex;
uniform float m_BloomIntensity; uniform float m_BloomIntensity;
in vec2 texCoord; in vec2 texCoord;
out vec4 fragColor;
void main(){ void main(){
vec4 colorRes = getColor(m_Texture,texCoord); vec4 colorRes = getColor(m_Texture,texCoord);
vec4 bloom = texture2D(m_BloomTex, texCoord); vec4 bloom = texture2D(m_BloomTex, texCoord);
gl_FragColor = bloom * m_BloomIntensity + colorRes; fragColor = bloom * m_BloomIntensity + colorRes;
} }

@ -10,6 +10,7 @@ uniform float m_YScale;
uniform vec2 m_FrustumNearFar; uniform vec2 m_FrustumNearFar;
in vec2 texCoord; in vec2 texCoord;
out vec4 fragColor;
vec4 getResult(vec4 color){ vec4 getResult(vec4 color){
@ -125,7 +126,7 @@ float readDepth(in vec2 uv){
void main(){ void main(){
// float depth =texture2D(m_DepthTexture,uv).r; // float depth =texture2D(m_DepthTexture,uv).r;
gl_FragColor=getResult(convolutionFilter()); fragColor=getResult(convolutionFilter());
// gl_FragColor=getResult(bilateralFilter()); // gl_FragColor=getResult(bilateralFilter());
// gl_FragColor=getColor(m_SSAOMap,texCoord); // gl_FragColor=getColor(m_SSAOMap,texCoord);

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