Fixed: Some uniforms names were wrong after the merge, which led to rendering issues.

--HG--
branch : gsoc2013-dfighter
hg/feature/gsoc2013-dfighter
dfighter1985 11 years ago
parent eb9b3e4f0f
commit 90dc025fd8

@ -266,12 +266,12 @@ namespace NL3D
void CGLSLShaderGenerator::addDiffuse()
{
ss << "uniform vec4 diffuse;" << std::endl;
ss << "uniform vec4 diffuseColor;" << std::endl;
}
void CGLSLShaderGenerator::addColor()
{
ss << "uniform vec4 mcolor;" << std::endl;
ss << "uniform vec4 materialColor;" << std::endl;
}
void CGLSLShaderGenerator::addConstants()
@ -979,7 +979,7 @@ namespace NL3D
buildArg( stage, 0, false, arg0 );
buildArg( stage, 1, false, arg1 );
std::string As = "diffuse.a";
std::string As = "diffuseColor.a";
ss << "texel.rgb = " << arg0 << " * " << As << ";" << std::endl;
ss << "texel.rgb = texel.rgb + " << arg1 << " * " << "( 1.0 - " << As << " );" << std::endl;
@ -1082,7 +1082,7 @@ namespace NL3D
buildArg( stage, 0, true, arg0 );
buildArg( stage, 1, true, arg1 );
std::string As = "diffuse.a";
std::string As = "diffuseColor.a";
ss << "texel.a = " << arg0 << " * " << As << ";" << std::endl;
ss << "texel.a = texel.a + " << arg1 << " * " << "( 1.0 - " << As << " );" << std::endl;
@ -1178,19 +1178,19 @@ namespace NL3D
switch( op )
{
case CMaterial::SrcColor:
ds << "mcolor.rgb";
ds << "materialColor.rgb";
break;
case CMaterial::InvSrcColor:
ds << "( vec3( 1.0, 1.0, 1.0 ) - mcolor.rgb )";
ds << "( vec3( 1.0, 1.0, 1.0 ) - materialColor.rgb )";
break;
case CMaterial::SrcAlpha:
ds << "mcolor.a";
ds << "materialColor.a";
break;
case CMaterial::InvSrcAlpha:
ds << "( 1.0 - mcolor.a )";
ds << "( 1.0 - materialColor.a )";
break;
}
break;
@ -1279,7 +1279,7 @@ namespace NL3D
// Color map UV coords are at position 0
ss << "vec4 texel" << ntextures - 1 << " = texture2D( sampler" << ntextures - 1 << ", " << attribNames[ TexCoord0 ] << " );" << std::endl;
//ss << "vec4 texel = diffuse;" << std::endl;
//ss << "vec4 texel = diffuseColor;" << std::endl;
//ss << "vec4 texel = vec4( 1.0, 1.0, 1.0, 1.0 );" << std::endl;
ss << "vec4 texel = vec4( 0.0, 0.0, 0.0, 1.0 );" << std::endl;
@ -1346,7 +1346,7 @@ namespace NL3D
ss << "vec4 texel0 = texture2D( sampler0, texCoord0 );" << std::endl;
ss << "vec4 texel1 = textureCube( sampler1, cubeTexCoords );" << std::endl;
ss << "vec4 texel;" << std::endl;
ss << "texel.rgb = texel0.rgb * diffuse;" << std::endl;
ss << "texel.rgb = texel0.rgb * diffuseColor;" << std::endl;
ss << "texel.a = texel0.a;" << std::endl;
ss << "texel.rgb = texel1.rgb * texel.a + texel.rgb;" << std::endl;
ss << "texel.a = texel1.a;" << std::endl;
@ -1400,15 +1400,15 @@ namespace NL3D
ss << "texel.rgb = texel0.rgb * constant0.rgb + constant0.rgb;" << std::endl;
ss << "texel.rgb = texel1.rgb * texel.rgb;" << std::endl;
ss << "texel.rgb = texel2.rgb * constant2.rgb + texel.rgb;" << std::endl;
ss << "texel.a = texel0.a * diffuse.a" << std::endl;
ss << "texel.a = texel0.a * diffuseColor.a" << std::endl;
ss << "texel.a = texel1.a * texel.a;" << std::endl;
}
else
{
ss << "texel.rgb = texel0.rgb * constant0.rgb + color.rgb;" << std::endl;
ss << "texel.rgb = texel1.rgb * texel.rgb;" << std::endl;
ss << "texel.a = texel0.a * diffuse.a;" << std::endl;
ss << "texel.a = texel1.a * diffuse.a;" << std::endl;
ss << "texel.a = texel0.a * diffuseColor.a;" << std::endl;
ss << "texel.a = texel1.a * diffuseColor.a;" << std::endl;
}
ss << "fragColor = texel;" << std::endl;

@ -95,7 +95,7 @@ const char *CProgramIndex::Names[NUM_UNIFORMS] =
"fogEnd",
"fogColor",
"color",
"materialColor",
"diffuseColor",
"constant0",

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