Added missed imports. (#691)

Used GLSL compat on the post shadow filter
This commit is contained in:
Alexandr Brui 2017-07-27 17:27:41 +03:00 committed by Rémy Bouquet
parent 10bc250db7
commit 3058c218c5
8 changed files with 12 additions and 20 deletions

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@ -1,3 +1,4 @@
#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/Hdr.glsllib" #import "Common/ShaderLib/Hdr.glsllib"
uniform sampler2D m_Texture; uniform sampler2D m_Texture;

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@ -1,3 +1,4 @@
#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/Hdr.glsllib" #import "Common/ShaderLib/Hdr.glsllib"
varying vec2 texCoord; varying vec2 texCoord;

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@ -1,6 +1,5 @@
#import "Common/ShaderLib/GLSLCompat.glsllib" #import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/Shadows.glsllib" #import "Common/ShaderLib/Shadows.glsllib"
#if defined(PSSM) || defined(FADE) #if defined(PSSM) || defined(FADE)
varying float shadowPosition; varying float shadowPosition;
#endif #endif

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@ -1,3 +1,4 @@
#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/Shadows.glsllib" #import "Common/ShaderLib/Shadows.glsllib"
uniform sampler2D m_Texture; uniform sampler2D m_Texture;

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@ -42,7 +42,7 @@ MaterialDef Post Shadow {
} }
Technique { Technique {
VertexShader GLSL150: Common/MatDefs/Shadow/PostShadowFilter15.vert VertexShader GLSL150: Common/MatDefs/Shadow/PostShadowFilter.vert
FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadowFilter15.frag FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadowFilter15.frag
WorldParameters { WorldParameters {

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@ -1,3 +1,5 @@
#import "Common/ShaderLib/GLSLCompat.glsllib"
attribute vec4 inPosition; attribute vec4 inPosition;
attribute vec2 inTexCoord; attribute vec2 inTexCoord;
varying vec2 texCoord; varying vec2 texCoord;

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@ -1,14 +1,13 @@
#import "Common/ShaderLib/GLSLCompat.glsllib"
#import "Common/ShaderLib/MultiSample.glsllib" #import "Common/ShaderLib/MultiSample.glsllib"
#import "Common/ShaderLib/Shadows.glsllib" #import "Common/ShaderLib/Shadows.glsllib"
uniform COLORTEXTURE m_Texture; uniform COLORTEXTURE m_Texture;
uniform DEPTHTEXTURE m_DepthTexture; uniform DEPTHTEXTURE m_DepthTexture;
uniform mat4 m_ViewProjectionMatrixInverse; uniform mat4 m_ViewProjectionMatrixInverse;
uniform vec4 m_ViewProjectionMatrixRow2; uniform vec4 m_ViewProjectionMatrixRow2;
in vec2 texCoord; varying vec2 texCoord;
out vec4 outFragColor;
const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0, const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0,
@ -134,18 +133,17 @@ vec4 main_multiSample(in int numSample){
return color * vec4(shadow, shadow, shadow, 1.0); return color * vec4(shadow, shadow, shadow, 1.0);
} }
void main(){ void main() {
#ifdef RESOLVE_MS #ifdef RESOLVE_MS
vec4 color = vec4(0.0); vec4 color = vec4(0.0);
for (int i = 0; i < m_NumSamples; i++){ for (int i = 0; i < m_NumSamples; i++){
color += main_multiSample(i); color += main_multiSample(i);
} }
outFragColor = color / m_NumSamples; gl_FragColor = color / m_NumSamples;
#else #else
outFragColor = main_multiSample(0); gl_FragColor = main_multiSample(0);
#endif #endif
} }

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@ -1,10 +0,0 @@
in vec4 inPosition;
in vec2 inTexCoord;
out vec2 texCoord;
void main() {
vec2 pos = inPosition.xy * 2.0 - 1.0;
gl_Position = vec4(pos, 0.0, 1.0);
texCoord = inTexCoord;
}