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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-13 07:34:45 +00:00
update bullet so it actually works
Moved the addSourceDirectory for physics/Bullet into the Engine/Source/CMakeLists.txt file that way it can actually appear where we expect it to in the solution explorer.
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c7be48130a
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5986 changed files with 1811270 additions and 453803 deletions
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@ -8,12 +8,18 @@ static const char* useShadowMapInstancingVertexShader= \
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"layout (location = 3) in vec2 uvcoords;\n"
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"layout (location = 4) in vec3 vertexnormal;\n"
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"layout (location = 5) in vec4 instance_color;\n"
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"layout (location = 6) in vec3 instance_scale;\n"
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"layout (location = 6) in vec4 instance_scale_obUid;\n"
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"uniform mat4 ModelViewMatrix;\n"
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"uniform mat4 ProjectionMatrix;\n"
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"uniform mat4 DepthBiasModelViewProjectionMatrix;\n"
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"uniform mat4 MVP;\n"
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"uniform vec3 lightDirIn;\n"
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"uniform vec3 lightPosIn;\n"
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"uniform vec3 cameraPositionIn;\n"
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"uniform mat4 ViewMatrixInverse;\n"
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"uniform float materialShininessIn;\n"
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"uniform float shadowmapIntensityIn;\n"
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"uniform vec3 lightSpecularIntensityIn;\n"
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"uniform vec3 materialSpecularColorIn;\n"
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"out vec4 ShadowCoord;\n"
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"out Fragment\n"
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"{\n"
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@ -51,7 +57,13 @@ static const char* useShadowMapInstancingVertexShader= \
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" vec4 temp = quatMul ( q, p );\n"
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" return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );\n"
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"}\n"
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"out vec3 lightDir,normal,ambient;\n"
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"out vec3 lightPos,normal,ambient;\n"
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"out vec4 vertexPos;\n"
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"out vec3 cameraPosition;\n"
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"out float materialShininess;\n"
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"out float shadowmapIntensity;\n"
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"out vec3 lightSpecularIntensity;\n"
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"out vec3 materialSpecularColor;\n"
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"void main(void)\n"
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"{\n"
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" vec4 q = instance_quaternion;\n"
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@ -59,13 +71,20 @@ static const char* useShadowMapInstancingVertexShader= \
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" \n"
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" vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
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" \n"
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" normal = normalize(worldNormal).xyz;\n"
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" lightDir = lightDirIn;\n"
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" \n"
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" normal = worldNormal.xyz;\n"
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" lightPos = lightPosIn;\n"
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" cameraPosition = cameraPositionIn;\n"
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" materialShininess = materialShininessIn;\n"
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" \n"
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" vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
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" vec4 vertexPos = MVP* vec4((instance_position+localcoord).xyz,1);\n"
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" gl_Position = vertexPos;\n"
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" shadowmapIntensity = shadowmapIntensityIn;\n"
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" lightSpecularIntensity = lightSpecularIntensityIn;\n"
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" materialSpecularColor = materialSpecularColorIn;\n"
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" \n"
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" vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);\n"
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" vertexPos = vec4((instance_position+localcoord).xyz,1);\n"
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" \n"
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" vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);\n"
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" gl_Position = vertexLoc;\n"
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" ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n"
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" fragment.color = instance_color;\n"
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" vert.texcoord = uvcoords;\n"
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