Merge pull request #1055 from BeamNG/fix_cubemap

Fix ShaderGen cubemap feature.
This commit is contained in:
LuisAntonRebollo 2014-12-15 18:49:53 +01:00
commit 5d5303cf6d
2 changed files with 9 additions and 24 deletions

View file

@ -1682,7 +1682,7 @@ void ReflectCubeFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
cubeVertPos->setType( "vec3" );
LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
meta->addStatement( new GenOp( " @ = tMul(mat3( @ ), @).xyz;\r\n",
meta->addStatement( new GenOp( " @ = tMul( @, float4(@,1)).xyz;\r\n",
cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
// cube normal
@ -1694,6 +1694,9 @@ void ReflectCubeFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
meta->addStatement( new GenOp( " @ = ( tMul( (@), vec4(@, 0) ) ).xyz;\r\n",
cubeNormDecl, cubeTrans, inNormal ) );
meta->addStatement( new GenOp( " @ = bool(length(@)) ? normalize(@) : @;\r\n",
cubeNormal, cubeNormal, cubeNormal, cubeNormal ) );
// grab the eye position
Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
if ( !eyePos )
@ -1703,23 +1706,14 @@ void ReflectCubeFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
eyePos->constSortPos = cspPass;
}
// cube position
Var * cubePos = new Var;
cubePos->setName( "cubePos" );
cubePos->setType( "vec3" );
LangElement *cubePosDecl = new DecOp( cubePos );
meta->addStatement( new GenOp( " @ = vec3( @[3][0], @[3][1], @[3][2] );\r\n",
cubePosDecl, cubeTrans, cubeTrans, cubeTrans ) );
// eye to vert
Var * eyeToVert = new Var;
eyeToVert->setName( "eyeToVert" );
eyeToVert->setType( "vec3" );
LangElement *e2vDecl = new DecOp( eyeToVert );
meta->addStatement( new GenOp( " @ = @ - ( @ - @ );\r\n",
e2vDecl, cubeVertPos, eyePos, cubePos ) );
meta->addStatement( new GenOp( " @ = @ - @;\r\n",
e2vDecl, cubeVertPos, eyePos ) );
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );

View file

@ -1681,7 +1681,7 @@ void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
cubeVertPos->setType( "float3" );
LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
meta->addStatement( new GenOp( " @ = mul((float3x3)@, @).xyz;\r\n",
meta->addStatement( new GenOp( " @ = mul(@, float4(@,1)).xyz;\r\n",
cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
// cube normal
@ -1702,23 +1702,14 @@ void ReflectCubeFeatHLSL::processVert( Vector<ShaderComponent*> &componentList,
eyePos->constSortPos = cspPass;
}
// cube position
Var * cubePos = new Var;
cubePos->setName( "cubePos" );
cubePos->setType( "float3" );
LangElement *cubePosDecl = new DecOp( cubePos );
meta->addStatement( new GenOp( " @ = float3( @[0][3], @[1][3], @[2][3] );\r\n",
cubePosDecl, cubeTrans, cubeTrans, cubeTrans ) );
// eye to vert
Var * eyeToVert = new Var;
eyeToVert->setName( "eyeToVert" );
eyeToVert->setType( "float3" );
LangElement *e2vDecl = new DecOp( eyeToVert );
meta->addStatement( new GenOp( " @ = @ - ( @ - @ );\r\n",
e2vDecl, cubeVertPos, eyePos, cubePos ) );
meta->addStatement( new GenOp( " @ = @ - @;\r\n",
e2vDecl, cubeVertPos, eyePos ) );
// grab connector texcoord register
ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );