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https://github.com/panda3d/panda3d.git
synced 2025-09-28 15:53:55 -04:00
Correctly support 4-component UV coordinates in generated shaders
Supports projective UVs, matching fixed-function pipeline behavior
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a2aa8af973
@ -185,16 +185,16 @@ static const string default_vshader =
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#endif
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"in vec4 p3d_Vertex;\n"
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"in vec4 p3d_Color;\n"
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"in vec2 p3d_MultiTexCoord0;\n"
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"out vec2 texcoord;\n"
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"in vec4 p3d_MultiTexCoord0;\n"
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"out vec3 texcoord;\n"
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"out vec4 color;\n"
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#else
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"#version 100\n"
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"precision mediump float;\n"
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"attribute vec4 p3d_Vertex;\n"
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"attribute vec4 p3d_Color;\n"
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"attribute vec2 p3d_MultiTexCoord0;\n"
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"varying vec2 texcoord;\n"
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"attribute vec4 p3d_MultiTexCoord0;\n"
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"varying vec3 texcoord;\n"
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"varying lowp vec4 color;\n"
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#endif
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"uniform mat4 p3d_ModelViewProjectionMatrix;\n"
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@ -202,7 +202,7 @@ static const string default_vshader =
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"uniform vec4 p3d_ColorScale;\n"
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"void main(void) {\n"
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" gl_Position = p3d_ModelViewProjectionMatrix * p3d_Vertex;\n"
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" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0.x, p3d_MultiTexCoord0.y, 0, 1)).xy;\n"
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" texcoord = (p3d_TextureMatrix * p3d_MultiTexCoord0).xyw;\n"
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" color = p3d_Color * p3d_ColorScale;\n"
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"}\n";
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@ -218,8 +218,8 @@ static const string default_vshader_fp64 =
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"#extension GL_ARB_gpu_shader_fp64 : require\n"
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"in dvec3 p3d_Vertex;\n"
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"in vec4 p3d_Color;\n"
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"in dvec2 p3d_MultiTexCoord0;\n"
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"out vec2 texcoord;\n"
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"in dvec4 p3d_MultiTexCoord0;\n"
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"out vec3 texcoord;\n"
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"out vec4 color;\n"
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"uniform mat4 p3d_ModelViewMatrix;\n"
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"uniform mat4 p3d_ProjectionMatrix;\n"
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@ -227,7 +227,7 @@ static const string default_vshader_fp64 =
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"uniform vec4 p3d_ColorScale;\n"
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"void main(void) {\n" // Apply proj & modelview in two steps, more precise
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" gl_Position = vec4(dmat4(p3d_ProjectionMatrix) * (dmat4(p3d_ModelViewMatrix) * dvec4(p3d_Vertex, 1)));\n"
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" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0.x, p3d_MultiTexCoord0.y, 0, 1)).xy;\n"
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" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0)).xyw;\n"
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" color = p3d_Color * p3d_ColorScale;\n"
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"}\n";
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@ -236,8 +236,8 @@ static const string default_vshader_fp64_gl41 =
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"#version 410\n"
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"in dvec3 p3d_Vertex;\n"
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"in vec4 p3d_Color;\n"
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"in dvec2 p3d_MultiTexCoord0;\n"
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"out vec2 texcoord;\n"
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"in dvec4 p3d_MultiTexCoord0;\n"
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"out vec3 texcoord;\n"
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"out vec4 color;\n"
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"uniform mat4 p3d_ModelViewMatrix;\n"
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"uniform mat4 p3d_ProjectionMatrix;\n"
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@ -245,7 +245,7 @@ static const string default_vshader_fp64_gl41 =
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"uniform vec4 p3d_ColorScale;\n"
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"void main(void) {\n" // Apply proj & modelview in two steps, more precise
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" gl_Position = vec4(dmat4(p3d_ProjectionMatrix) * (dmat4(p3d_ModelViewMatrix) * dvec4(p3d_Vertex, 1)));\n"
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" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0.x, p3d_MultiTexCoord0.y, 0, 1)).xy;\n"
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" texcoord = (p3d_TextureMatrix * vec4(p3d_MultiTexCoord0)).xyw;\n"
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" color = p3d_Color * p3d_ColorScale;\n"
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"}\n";
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#endif
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@ -257,7 +257,7 @@ static const string default_fshader =
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#else
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"#version 130\n"
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#endif
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"in vec2 texcoord;\n"
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"in vec3 texcoord;\n"
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"in vec4 color;\n"
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"out vec4 p3d_FragColor;\n"
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"uniform sampler2D p3d_Texture0;\n"
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@ -265,18 +265,18 @@ static const string default_fshader =
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#else
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"#version 100\n"
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"precision mediump float;\n"
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"varying vec2 texcoord;\n"
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"varying vec3 texcoord;\n"
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"varying lowp vec4 color;\n"
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"uniform lowp sampler2D p3d_Texture0;\n"
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"uniform lowp vec4 p3d_TexAlphaOnly;\n"
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#endif
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"void main(void) {\n"
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#ifndef OPENGLES
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" p3d_FragColor = texture(p3d_Texture0, texcoord);\n"
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" p3d_FragColor = textureProj(p3d_Texture0, texcoord);\n"
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" p3d_FragColor += p3d_TexAlphaOnly;\n" // Hack for text rendering
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" p3d_FragColor *= color;\n"
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#else
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" gl_FragColor = texture2D(p3d_Texture0, texcoord);\n"
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" gl_FragColor = texture2DProj(p3d_Texture0, texcoord);\n"
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" gl_FragColor += p3d_TexAlphaOnly;\n" // Hack for text rendering
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" gl_FragColor *= color;\n"
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#endif
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@ -1218,6 +1218,9 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
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text << "\t texcoord" << i << ".xyz -= parallax_offset;\n";
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}
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text << "\t float4 tex" << i << " = tex" << texture_type_as_string(tex._type);
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if (tex._type == Texture::TT_2d_texture) {
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text << "proj";
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}
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text << "(tex_" << i << ", texcoord" << i << ".";
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switch (tex._type) {
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case Texture::TT_cube_map:
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@ -1226,7 +1229,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
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text << "xyz";
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break;
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case Texture::TT_2d_texture:
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text << "xy";
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text << "xyw";
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break;
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case Texture::TT_1d_texture:
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text << "x";
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