From 03690e21696900bba19dfeeb64eac3175461c48e Mon Sep 17 00:00:00 2001 From: Azaezel Date: Sun, 9 Dec 2018 19:48:18 -0600 Subject: [PATCH] vectorlight ssao macro fix, z=w trick gl side for cloudlayer variants --- Templates/Full/game/shaders/common/gl/basicCloudsV.glsl | 1 + Templates/Full/game/shaders/common/gl/cloudLayerV.glsl | 1 + .../game/shaders/common/lighting/advanced/gl/vectorLightP.glsl | 2 +- 3 files changed, 3 insertions(+), 1 deletion(-) diff --git a/Templates/Full/game/shaders/common/gl/basicCloudsV.glsl b/Templates/Full/game/shaders/common/gl/basicCloudsV.glsl index cccbafa8c..5cd9d219e 100644 --- a/Templates/Full/game/shaders/common/gl/basicCloudsV.glsl +++ b/Templates/Full/game/shaders/common/gl/basicCloudsV.glsl @@ -41,6 +41,7 @@ out vec2 texCoord; void main() { gl_Position = tMul(modelview, IN_pos); + gl_Position.z = gl_Position.w; vec2 uv = IN_uv0; uv += texOffset; diff --git a/Templates/Full/game/shaders/common/gl/cloudLayerV.glsl b/Templates/Full/game/shaders/common/gl/cloudLayerV.glsl index 395c6f286..a1085f755 100644 --- a/Templates/Full/game/shaders/common/gl/cloudLayerV.glsl +++ b/Templates/Full/game/shaders/common/gl/cloudLayerV.glsl @@ -62,6 +62,7 @@ void main() vec2 IN_uv0 = vTexCoord0.st; gl_Position = modelview * IN_pos; + gl_Position.z = gl_Position.w; // Offset the uv so we don't have a seam directly over our head. vec2 uv = IN_uv0 + vec2( 0.5, 0.5 ); diff --git a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl index 874d3304a..75ba29d04 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl @@ -247,7 +247,7 @@ void main() #endif //NO_SHADOW // Sample the AO texture. #ifdef USE_SSAO_MASK - surface.ao *= 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( uv0.xy, rtParams3 ) ).r; + surface.ao *= 1.0 - texture( ssaoMask, viewportCoordToRenderTarget( uv0.xy, rtParams3 ) ).r; #endif //get directional light contribution