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Commit b3df764b authored by David Parks's avatar David Parks
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Attempt at making deferred rendering work on OpenGL 2.1

parent da6022e9
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......@@ -60,14 +60,10 @@ VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec4 vary_pointlight_col;
VARYING vec2 vary_texcoord0;
VARYING vec3 vary_norm;
#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
uniform vec3 light_attenuation[8];
......@@ -216,7 +212,7 @@ void main()
diff.rgb = pow(diff.rgb, vec3(2.2f, 2.2f, 2.2f));
#ifdef USE_VERTEX_COLOR
float vertex_color_alpha = vertex_color.a;
float vertex_color_alpha = vary_pointlight_col.a;
#else
float vertex_color_alpha = 1.0;
#endif
......@@ -225,7 +221,7 @@ void main()
vec3 l = light_position[0].xyz;
vec3 dlight = calcDirectionalLight(normal, l) * 2.6;
dlight = dlight * vary_directional.rgb * vary_pointlight_col;
dlight = dlight * vary_directional.rgb * vary_pointlight_col.rgb;
#if HAS_SHADOW
vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha);
......@@ -250,7 +246,7 @@ void main()
LIGHT_LOOP(6)
LIGHT_LOOP(7)
color.rgb += diff.rgb * vary_pointlight_col * col.rgb;
color.rgb += diff.rgb * vary_pointlight_col.rgb * col.rgb;
frag_color = color;
}
......
......@@ -69,11 +69,8 @@ VARYING vec3 vary_ambient;
VARYING vec3 vary_directional;
VARYING vec3 vary_fragcoord;
VARYING vec3 vary_position;
VARYING vec3 vary_pointlight_col;
VARYING vec4 vary_pointlight_col;
#ifdef USE_VERTEX_COLOR
VARYING vec4 vertex_color;
#endif
VARYING vec2 vary_texcoord0;
......@@ -186,9 +183,9 @@ void main()
vary_pointlight_col = diff;
vary_pointlight_col.rgb = diff;
vary_pointlight_col.a = vertex_color.a;
col.rgb = vec3(0,0,0);
// Add windlight lights
......@@ -200,9 +197,7 @@ void main()
col.rgb = col.rgb*diff.rgb;
#ifdef USE_VERTEX_COLOR
vertex_color = col;
#endif
#ifdef HAS_SKIN
vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
......
......@@ -441,7 +441,7 @@ list OpenGLPre15
RenderVBOEnable 1 0
list OpenGLPre30
RenderDeferred 0 0
RenderDeferred 1 0
RenderMaxTextureIndex 1 1
list Intel
......
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