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https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-06-21 03:06:29 +00:00
Removes gui_solid material shader usages from scene rendering.
This was SVN commit r25582.
This commit is contained in:
@@ -0,0 +1,22 @@
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!!ARBvp1.0
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#ifdef USE_INSTANCING
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PARAM instancingTransform[4] = { program.local[0..3] };
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TEMP position;
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DP4 position.x, instancingTransform[0], vertex.position;
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DP4 position.y, instancingTransform[1], vertex.position;
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DP4 position.z, instancingTransform[2], vertex.position;
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MOV position.w, 1.0;
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#else
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ATTRIB position = vertex.position;
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#endif
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PARAM transform[4] = { program.local[4..7] };
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DP4 result.position.x, transform[0], position;
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DP4 result.position.y, transform[1], position;
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DP4 result.position.z, transform[2], position;
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DP4 result.position.w, transform[3], position;
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MOV result.color, vertex.color;
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END
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@@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/solid.vp">
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<vertex file="arb/model_solid.vp">
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<uniform if="USE_INSTANCING" name="instancingTransform" loc="0" type="mat4"/>
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<uniform name="transform" loc="4" type="mat4"/>
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<stream name="pos"/>
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@@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/solid.vp">
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<vertex file="arb/model_solid.vp">
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<uniform if="USE_INSTANCING" name="instancingTransform" loc="0" type="mat4"/>
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<uniform name="transform" loc="4" type="mat4"/>
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<stream name="pos"/>
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@@ -1,3 +1,7 @@
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!!ARBfp1.0
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MOV result.color, fragment.color;
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PARAM color = program.local[0];
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MOV result.color, color;
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END
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@@ -1,22 +1,14 @@
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!!ARBvp1.0
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#ifdef USE_INSTANCING
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PARAM instancingTransform[4] = { program.local[0..3] };
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TEMP position;
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DP4 position.x, instancingTransform[0], vertex.position;
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DP4 position.y, instancingTransform[1], vertex.position;
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DP4 position.z, instancingTransform[2], vertex.position;
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MOV position.w, 1.0;
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#else
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ATTRIB position = vertex.position;
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#endif
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PARAM transform[4] = { program.local[4..7] };
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PARAM transform[4] = { program.local[0..3] };
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DP4 result.position.x, transform[0], position;
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DP4 result.position.y, transform[1], position;
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DP4 result.position.z, transform[2], position;
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DP4 result.position.w, transform[3], position;
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TEMP position;
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MOV result.color, vertex.color;
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DP4 position.x, transform[0], vertex.position;
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DP4 position.y, transform[1], vertex.position;
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DP4 position.z, transform[2], vertex.position;
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MOV position.w, 1.0;
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MOV result.position, position;
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END
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@@ -0,0 +1,13 @@
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<?xml version="1.0" encoding="utf-8"?>
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<program type="arb">
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<vertex file="arb/solid.vp">
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<uniform name="transform" loc="0" type="mat4"/>
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<stream name="pos"/>
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</vertex>
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<fragment file="arb/solid.fp">
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<uniform name="color" loc="0" type="vec4"/>
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</fragment>
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</program>
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@@ -0,0 +1,14 @@
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<?xml version="1.0" encoding="utf-8"?>
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<effect>
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<technique>
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<require shaders="arb"/>
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<pass shader="arb/solid"/>
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</technique>
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<technique>
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<require shaders="glsl"/>
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<pass shader="glsl/solid"/>
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</technique>
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</effect>
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@@ -0,0 +1,10 @@
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#version 110
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uniform mat4 transform;
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attribute vec3 a_vertex;
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void main()
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{
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gl_Position = transform * vec4(a_vertex, 1.0);
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}
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@@ -0,0 +1,11 @@
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<?xml version="1.0" encoding="utf-8"?>
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<program type="glsl">
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<vertex file="glsl/solid.vs">
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<stream name="pos"/>
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<attrib name="a_vertex" semantics="gl_Vertex"/>
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</vertex>
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<fragment file="glsl/solid.fs"/>
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</program>
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@@ -150,6 +150,7 @@ X2(skinBlendMatrices_0, "skinBlendMatrices[0]")
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X(skyBoxRot)
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X(skyCube)
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X(sky_simple)
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X(solid)
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X(sunColor)
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X(sunDir)
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X(tex)
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@@ -226,7 +226,7 @@ void CDebugRenderer::DrawBoundingBox(const CBoundingBoxAligned& boundingBox, con
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void CDebugRenderer::DrawBoundingBox(const CBoundingBoxAligned& boundingBox, const CColor& color, const CMatrix3D& transform)
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{
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_solid);
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shaderTech->BeginPass();
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CShaderProgramPtr shader = shaderTech->GetShader();
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@@ -272,7 +272,7 @@ void CDebugRenderer::DrawBoundingBoxOutline(const CBoundingBoxAligned& boundingB
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void CDebugRenderer::DrawBoundingBoxOutline(const CBoundingBoxAligned& boundingBox, const CColor& color, const CMatrix3D& transform)
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{
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_solid);
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shaderTech->BeginPass();
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CShaderProgramPtr shader = shaderTech->GetShader();
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@@ -315,7 +315,7 @@ void CDebugRenderer::DrawBoundingBoxOutline(const CBoundingBoxAligned& boundingB
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void CDebugRenderer::DrawBrush(const CBrush& brush, const CColor& color)
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{
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_solid);
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shaderTech->BeginPass();
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CShaderProgramPtr shader = shaderTech->GetShader();
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@@ -362,7 +362,7 @@ void CDebugRenderer::DrawBrush(const CBrush& brush, const CColor& color)
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void CDebugRenderer::DrawBrushOutline(const CBrush& brush, const CColor& color)
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{
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_solid);
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shaderTech->BeginPass();
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CShaderProgramPtr shader = shaderTech->GetShader();
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@@ -464,7 +464,7 @@ void SilhouetteRenderer::RenderDebugOverlays(const CCamera& UNUSED(camera))
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m = proj * m;
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
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CShaderTechniquePtr shaderTech = g_Renderer.GetShaderManager().LoadEffect(str_solid);
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shaderTech->BeginPass();
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CShaderProgramPtr shader = shaderTech->GetShader();
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@@ -276,7 +276,7 @@ void TerrainRenderer::RenderTerrainShader(const CShaderDefines& context, int cul
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return;
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// render the solid black sides of the map first
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CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect(str_gui_solid);
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CShaderTechniquePtr techSolid = g_Renderer.GetShaderManager().LoadEffect(str_solid);
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techSolid->BeginPass();
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CShaderProgramPtr shaderSolid = techSolid->GetShader();
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shaderSolid->Uniform(str_transform, g_Renderer.GetViewCamera().GetViewProjection());
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