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add MRT code to shaders
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parent
6442d49e16
commit
006970fd79
3 changed files with 21 additions and 7 deletions
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@ -302,6 +302,8 @@ void NIFLoader::createMaterial(const String &name,
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if (Settings::Manager::getBool("shaders", "Objects"))
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{
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bool mrt = Settings::Manager::getBool("multiple render targets", "Render");
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// Create shader for the material
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// vertex
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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@ -324,9 +326,8 @@ void NIFLoader::createMaterial(const String &name,
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" out float4 oPosition : POSITION, \n"
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" out float4 oPositionObjSpace : TEXCOORD1, \n"
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" out float4 oNormal : TEXCOORD2, \n"
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" out float oFogValue : TEXCOORD3, \n"
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" out float oDepth : TEXCOORD3, \n"
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" out float4 oVertexColour : TEXCOORD4, \n"
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" uniform float4 fogParams, \n"
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" uniform float4x4 worldViewProj \n"
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") \n"
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"{ \n"
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@ -334,13 +335,12 @@ void NIFLoader::createMaterial(const String &name,
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" oUV = uv; \n"
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" oNormal = normal; \n"
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" oPosition = mul( worldViewProj, position ); \n"
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" oFogValue = saturate((oPosition.z - fogParams.y) * fogParams.w); \n"
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" oDepth = oPosition.z; \n"
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" oPositionObjSpace = position; \n"
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"}";
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vertex->setSource(outStream.str());
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vertex->load();
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vertex->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
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vertex->getDefaultParameters()->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
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}
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else
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vertex = mgr.getByName("main_vp");
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@ -370,9 +370,14 @@ void NIFLoader::createMaterial(const String &name,
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" uniform sampler2D texture : TEXUNIT0, \n"
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" float4 positionObjSpace : TEXCOORD1, \n"
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" float4 normal : TEXCOORD2, \n"
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" float fogValue : TEXCOORD3, \n"
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" float iDepth : TEXCOORD3, \n"
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" float4 vertexColour : TEXCOORD4, \n"
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" uniform float4 fogColour, \n";
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" uniform float4 fogColour, \n"
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" uniform float4 fogParams, \n";
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if (mrt) outStream <<
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" out float4 oColor1 : COLOR1, \n"
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" uniform float far, \n";
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for (int i=0; i<num_lights; ++i)
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{
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@ -408,8 +413,14 @@ void NIFLoader::createMaterial(const String &name,
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outStream <<
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" float3 lightingFinal = lightColour.xyz * diffuse.xyz * vertexColour.xyz + ambient.xyz * lightAmbient.xyz + emissive.xyz; \n"
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" float fogValue = saturate((iDepth - fogParams.y) * fogParams.w); \n"
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" oColor.xyz = lerp(lightingFinal * tex.xyz, fogColour, fogValue); \n"
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" oColor.a = tex.a * diffuse.a * vertexColour.a; \n"
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" oColor.a = tex.a * diffuse.a * vertexColour.a; \n";
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if (mrt) outStream <<
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" oColor1 = float4(iDepth / far, 0, 0, 1); \n";
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outStream <<
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"}";
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fragment->setSource(outStream.str());
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fragment->load();
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@ -425,6 +436,9 @@ void NIFLoader::createMaterial(const String &name,
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fragment->getDefaultParameters()->setNamedAutoConstant("ambient", GpuProgramParameters::ACT_SURFACE_AMBIENT_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("lightAmbient", GpuProgramParameters::ACT_AMBIENT_LIGHT_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("fogColour", GpuProgramParameters::ACT_FOG_COLOUR);
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fragment->getDefaultParameters()->setNamedAutoConstant("fogParams", GpuProgramParameters::ACT_FOG_PARAMS);
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if (mrt)
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fragment->getDefaultParameters()->setNamedAutoConstant("far", GpuProgramParameters::ACT_FAR_CLIP_DISTANCE);
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}
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else
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fragment = mgr.getByName("main_fp");
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files/gbuffer/gbuffer.compositor
Normal file
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files/gbuffer/gbuffer.compositor
Normal file
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files/gbuffer/gbuffer.material
Normal file
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files/gbuffer/gbuffer.material
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