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Commit 84ab08d2 authored by Leslie Linden's avatar Leslie Linden
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Assorted shader cleanup to remove a few warnings and errors for OS X.

parent e2e154d9
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...@@ -31,15 +31,12 @@ ATTRIBUTE vec4 diffuse_color; ...@@ -31,15 +31,12 @@ ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color; VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform(); mat4 getObjectSkinnedTransform();
void main() void main()
{ {
//transform vertex //transform vertex
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform(); mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat; mat = modelview_matrix * mat;
......
...@@ -32,12 +32,9 @@ ATTRIBUTE vec3 normal; ...@@ -32,12 +32,9 @@ ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord0;
VARYING vec4 post_pos; VARYING vec4 post_pos;
VARYING vec2 vary_texcoord0;
void main() void main()
{ {
vary_texcoord0 = texcoord0;
vec4 pos; vec4 pos;
vec3 norm; vec3 norm;
......
...@@ -27,10 +27,8 @@ uniform mat4 texture_matrix0; ...@@ -27,10 +27,8 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix; uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position; ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0; ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord0;
void main() void main()
...@@ -38,6 +36,4 @@ void main() ...@@ -38,6 +36,4 @@ void main()
//transform vertex //transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy; vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
vertex_color = diffuse_color;
} }
...@@ -99,15 +99,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) ...@@ -99,15 +99,15 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
stc.xyz /= stc.w; stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl; stc.z += spot_shadow_bias*scl;
float cs = shadow2D(shadowMap, stc.xyz); float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs; float shadow = cs;
vec2 off = 1.5/proj_shadow_res; vec2 off = 1.5/proj_shadow_res;
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
return shadow/5.0; return shadow/5.0;
......
...@@ -155,10 +155,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl) ...@@ -155,10 +155,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
vec2 off = 1.5/proj_shadow_res; vec2 off = 1.5/proj_shadow_res;
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)), cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)), cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(off.x, -off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)), cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, off.y, 0.0)).x, cs);
shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)), cs); shadow += max(shadow2D(shadowMap, stc.xyz+vec3(-off.x, -off.y, 0.0)).x, cs);
return shadow/5.0; return shadow/5.0;
......
...@@ -26,7 +26,6 @@ ...@@ -26,7 +26,6 @@
uniform mat4 modelview_projection_matrix; uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position; ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
// SKY //////////////////////////////////////////////////////////////////////// // SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky // The vertex shader for creating the atmospheric sky
...@@ -34,7 +33,6 @@ ATTRIBUTE vec2 texcoord0; ...@@ -34,7 +33,6 @@ ATTRIBUTE vec2 texcoord0;
// Output parameters // Output parameters
VARYING vec4 vary_HazeColor; VARYING vec4 vary_HazeColor;
VARYING vec2 vary_texcoord0;
// Inputs // Inputs
uniform vec3 camPosLocal; uniform vec3 camPosLocal;
...@@ -62,7 +60,6 @@ void main() ...@@ -62,7 +60,6 @@ void main()
// World / view / projection // World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = texcoord0;
// Get relative position // Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0); vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
......
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