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https://github.com/scratchfoundation/bgfx.git
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Merge pull request #138 from dariomanesku/master
Removed flipV from 14-shadowvolumes example.
This commit is contained in:
commit
3d3179e39b
23 changed files with 10 additions and 33 deletions
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@ -1,4 +1,4 @@
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$input v_normal, v_view, v_pos
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$input v_normal, v_view
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/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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@ -67,8 +67,7 @@ void main()
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vec3 viewDir = -normalize(v_view);
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vec3 lightColor = calcLight(v_view, normal, viewDir) * u_lightningPass;
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vec2 ndc = ((v_pos.xy / v_pos.w) + 1.0) / 2.0;
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ndc += u_viewTexel.xy * u_texelHalf;
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vec2 ndc = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * u_texelHalf;
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vec4 texcolor = texture2D(u_texStencil, ndc);
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float s = (texcolor.x - texcolor.y) + 2.0 * (texcolor.z - texcolor.w);
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s *= u_useStencilTex;
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@ -1,4 +1,4 @@
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$input v_normal, v_view, v_texcoord0, v_pos
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$input v_normal, v_view, v_texcoord0
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/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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@ -68,8 +68,7 @@ void main()
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vec3 viewDir = -normalize(v_view);
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vec3 lightColor = calcLight(v_view, normal, viewDir) * u_lightningPass;
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vec2 ndc = ((v_pos.xy / v_pos.w) + 1.0) / 2.0;
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ndc += u_viewTexel.xy * u_texelHalf;
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vec2 ndc = gl_FragCoord.xy * u_viewTexel.xy + u_viewTexel.xy * u_texelHalf;
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vec4 texcolor = texture2D(u_texStencil, ndc);
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float s = (texcolor.x - texcolor.y) + 2.0 * (texcolor.z - texcolor.w);
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s *= u_useStencilTex;
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@ -109,7 +109,6 @@ static const uint16_t s_planeIndices[] =
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};
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static const char* s_shaderPath = NULL;
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static bool s_flipV = false;
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static float s_texelHalf = 0.0f;
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static uint32_t s_viewMask = 0;
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@ -269,8 +268,6 @@ struct Uniforms
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m_time = 0.0f;
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m_flipV = float(s_flipV) * 2.0f - 1.0f;
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m_lightPosRadius[0] = 0.0f;
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m_lightPosRadius[1] = 0.0f;
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m_lightPosRadius[2] = 0.0f;
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@ -294,7 +291,6 @@ struct Uniforms
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u_fog = bgfx::createUniform("u_fog", bgfx::UniformType::Uniform4fv);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
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u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f );
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u_flipV = bgfx::createUniform("u_flipV", bgfx::UniformType::Uniform1f );
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv);
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u_virtualLightPos_extrusionDist = bgfx::createUniform("u_virtualLightPos_extrusionDist", bgfx::UniformType::Uniform4fv);
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@ -307,7 +303,6 @@ struct Uniforms
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bgfx::setUniform(u_diffuse, &m_diffuse);
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bgfx::setUniform(u_specular_shininess, &m_specular_shininess);
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bgfx::setUniform(u_fog, &m_fog);
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bgfx::setUniform(u_flipV, &m_flipV);
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}
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//call this once per frame
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@ -337,7 +332,6 @@ struct Uniforms
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bgfx::destroyUniform(u_fog);
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bgfx::destroyUniform(u_color);
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bgfx::destroyUniform(u_time);
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bgfx::destroyUniform(u_flipV);
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bgfx::destroyUniform(u_lightPosRadius);
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bgfx::destroyUniform(u_lightRgbInnerR);
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bgfx::destroyUniform(u_virtualLightPos_extrusionDist);
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@ -367,7 +361,6 @@ struct Uniforms
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float m_fog[4];
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float m_color[4];
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float m_time;
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float m_flipV;
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float m_lightPosRadius[4];
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float m_lightRgbInnerR[4];
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float m_virtualLightPos_extrusionDist[4];
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@ -392,7 +385,6 @@ struct Uniforms
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bgfx::UniformHandle u_fog;
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bgfx::UniformHandle u_color;
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bgfx::UniformHandle u_time;
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bgfx::UniformHandle u_flipV;
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bgfx::UniformHandle u_lightPosRadius;
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bgfx::UniformHandle u_lightRgbInnerR;
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bgfx::UniformHandle u_virtualLightPos_extrusionDist;
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@ -1910,7 +1902,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::init(bgfx::RendererType::OpenGL);
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bgfx::reset(viewState.m_width, viewState.m_height, reset);
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// Enable debug text.
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@ -1932,12 +1924,10 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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case bgfx::RendererType::OpenGL:
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s_shaderPath = "shaders/glsl/";
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s_flipV = true;
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break;
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case bgfx::RendererType::OpenGLES:
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s_shaderPath = "shaders/gles/";
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s_flipV = true;
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break;
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}
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@ -1,5 +1,4 @@
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vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
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vec4 v_pos : TEXCOORD1 = vec4(0.0, 0.0, 0.0, 1.0);
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vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
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vec3 v_view : TEXCOORD2 = vec3(0.0, 0.0, 0.0);
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vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
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@ -1,5 +1,5 @@
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$input a_position, a_color0, a_normal, a_texcoord0
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$output v_normal, v_view, v_pos
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$output v_normal, v_view
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/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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@ -8,8 +8,6 @@ $output v_normal, v_view, v_pos
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#include "../common/common.sh"
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uniform float u_flipV;
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void main()
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{
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
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@ -17,7 +15,4 @@ void main()
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vec4 normal = a_normal * 2.0f - 1.0f;
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v_normal = mul(u_modelView, vec4(normal.xyz, 0.0)).xyz;
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v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
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v_pos = gl_Position;
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v_pos.y *= u_flipV;
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}
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@ -1,5 +1,5 @@
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$input a_position, a_normal, a_texcoord0
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$output v_normal, v_view, v_texcoord0, v_pos
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$output v_normal, v_view, v_texcoord0
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/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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@ -8,8 +8,6 @@ $output v_normal, v_view, v_texcoord0, v_pos
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#include "../common/common.sh"
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uniform float u_flipV;
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void main()
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{
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gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
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@ -19,7 +17,4 @@ void main()
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v_view = mul(u_modelView, vec4(a_position, 1.0)).xyz;
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v_texcoord0 = a_texcoord0;
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v_pos = gl_Position;
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v_pos.y *= u_flipV;
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}
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