Skip to content
Snippets Groups Projects
Commit 84ab08d2 authored by Leslie Linden's avatar Leslie Linden
Browse files

Assorted shader cleanup to remove a few warnings and errors for OS X.

parent e2e154d9
No related branches found
No related tags found
No related merge requests found
......@@ -31,15 +31,12 @@ ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
mat4 getObjectSkinnedTransform();
void main()
{
//transform vertex
vary_texcoord0 = (texture_matrix0 * vec4(texcoord0,0,1)).xy;
mat4 mat = getObjectSkinnedTransform();
mat = modelview_matrix * mat;
......
......@@ -32,12 +32,9 @@ ATTRIBUTE vec3 normal;
ATTRIBUTE vec2 texcoord0;
VARYING vec4 post_pos;
VARYING vec2 vary_texcoord0;
void main()
{
vary_texcoord0 = texcoord0;
vec4 pos;
vec3 norm;
......
......@@ -27,10 +27,8 @@ uniform mat4 texture_matrix0;
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec4 diffuse_color;
ATTRIBUTE vec2 texcoord0;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
void main()
......@@ -38,6 +36,4 @@ void main()
//transform vertex
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
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)
stc.xyz /= stc.w;
stc.z += spot_shadow_bias*scl;
float cs = shadow2D(shadowMap, stc.xyz);
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs;
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)), 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)), 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)).x, 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)).x, cs);
return shadow/5.0;
......
......@@ -155,10 +155,10 @@ float pcfShadow(sampler2DShadow shadowMap, vec4 stc, float scl)
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)), 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)), 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)).x, 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)).x, cs);
return shadow/5.0;
......
......@@ -26,7 +26,6 @@
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
ATTRIBUTE vec2 texcoord0;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
......@@ -34,7 +33,6 @@ ATTRIBUTE vec2 texcoord0;
// Output parameters
VARYING vec4 vary_HazeColor;
VARYING vec2 vary_texcoord0;
// Inputs
uniform vec3 camPosLocal;
......@@ -62,7 +60,6 @@ void main()
// World / view / projection
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
vary_texcoord0 = texcoord0;
// Get relative position
vec3 P = position.xyz - camPosLocal.xyz + vec3(0,50,0);
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment