From ce02c83089990a1bf826c1ef3233667df970530f Mon Sep 17 00:00:00 2001 From: AnyOldName3 Date: Mon, 26 Feb 2018 14:27:47 +0000 Subject: [PATCH] Copy debug shader source into new shadow technique --- components/sceneutil/mwshadowtechnique.cpp | 39 ++++++++++++++++++++++ 1 file changed, 39 insertions(+) diff --git a/components/sceneutil/mwshadowtechnique.cpp b/components/sceneutil/mwshadowtechnique.cpp index 71cfef255..5217b4832 100644 --- a/components/sceneutil/mwshadowtechnique.cpp +++ b/components/sceneutil/mwshadowtechnique.cpp @@ -77,6 +77,45 @@ static const char fragmentShaderSource_withBaseTexture_twoShadowMaps[] = "} \n"; #endif +std::string debugVertexShaderSource = "void main(void){gl_Position = gl_Vertex; gl_TexCoord[0]=gl_MultiTexCoord0;}"; +std::string debugFragmentShaderSource = + "uniform sampler2D texture; \n" + " \n" + "void main(void) \n" + "{ \n" +#if 1 + " float f = texture2D(texture, gl_TexCoord[0].xy).r; \n" + " \n" + " f = 256.0 * f; \n" + " float fC = floor( f ) / 256.0; \n" + " \n" + " f = 256.0 * fract( f ); \n" + " float fS = floor( f ) / 256.0; \n" + " \n" + " f = 256.0 * fract( f ); \n" + " float fH = floor( f ) / 256.0; \n" + " \n" + " fS *= 0.5; \n" + " fH = ( fH * 0.34 + 0.66 ) * ( 1.0 - fS ); \n" + " \n" + " vec3 rgb = vec3( ( fC > 0.5 ? ( 1.0 - fC ) : fC ), \n" + " abs( fC - 0.333333 ), \n" + " abs( fC - 0.666667 ) ); \n" + " \n" + " rgb = min( vec3( 1.0, 1.0, 1.0 ), 3.0 * rgb ); \n" + " \n" + " float fMax = max( max( rgb.r, rgb.g ), rgb.b ); \n" + " fMax = 1.0 / fMax; \n" + " \n" + " vec3 color = fMax * rgb; \n" + " \n" + " gl_FragColor = vec4( fS + fH * color, 1 ); \n" +#else + " gl_FragColor = texture2D(texture, gl_TexCoord[0].xy); \n" +#endif + "} \n"; + + template class RenderLeafTraverser : public T {