mirror of https://github.com/aap/librw.git
fixed gl3 matfx
This commit is contained in:
parent
c39759f83c
commit
86660a3ff3
|
@ -31,12 +31,14 @@ namespace gl3 {
|
|||
static Shader *envShader;
|
||||
static int32 u_texMatrix;
|
||||
static int32 u_coefficient;
|
||||
static int32 u_colorClamp;
|
||||
|
||||
static void*
|
||||
matfxOpen(void *o, int32, int32)
|
||||
{
|
||||
u_texMatrix = registerUniform("u_texMatrix");
|
||||
u_coefficient = registerUniform("u_coefficient");
|
||||
u_colorClamp = registerUniform("u_colorClamp");
|
||||
matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
|
||||
|
||||
#include "shaders/matfx_gl3.inc"
|
||||
|
@ -146,6 +148,13 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
|
|||
glUniform4fv(U(u_surfProps), 1, surfProps);
|
||||
|
||||
glUniform1fv(U(u_coefficient), 1, &env->coefficient);
|
||||
static float zero[4];
|
||||
static float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
// This clamps the vertex color below. With it we can achieve both PC and PS2 style matfx
|
||||
if(MatFX::modulateEnvMap)
|
||||
glUniform4fv(U(u_colorClamp), 1, zero);
|
||||
else
|
||||
glUniform4fv(U(u_colorClamp), 1, one);
|
||||
|
||||
rw::SetRenderState(VERTEXALPHA, 1);
|
||||
rw::SetRenderState(SRCBLEND, BLENDONE);
|
||||
|
|
|
@ -16,6 +16,7 @@ uniform sampler2D tex0;
|
|||
uniform sampler2D tex1;
|
||||
|
||||
uniform float u_coefficient;
|
||||
uniform vec4 u_colorClamp;
|
||||
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex0;
|
||||
|
@ -29,10 +30,13 @@ main(void)
|
|||
{
|
||||
vec4 pass1 = v_color;
|
||||
vec4 envColor = pass1; // TODO: colorClamp
|
||||
|
||||
pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
|
||||
vec4 pass2 = envColor*u_coefficient*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));
|
||||
|
||||
pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);
|
||||
pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
|
||||
|
||||
color.rgb = pass1.rgb*pass1.a + pass2.rgb;
|
||||
color.a = pass1.a;
|
||||
|
||||
|
|
|
@ -84,10 +84,13 @@ const char *matfx_env_frag_src =
|
|||
"{\n"
|
||||
" vec4 pass1 = v_color;\n"
|
||||
" vec4 envColor = pass1; // TODO: colorClamp\n"
|
||||
|
||||
" pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
|
||||
" vec4 pass2 = envColor*u_coefficient*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
|
||||
|
||||
" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
|
||||
" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
|
||||
|
||||
" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
|
||||
" color.a = pass1.a;\n"
|
||||
|
||||
|
|
Loading…
Reference in New Issue