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Merge pull request #1617 from Azaezel/deferedWrapupOrder
removes w=z trick (was causing fisheye, effectively)
This commit is contained in:
commit
acf6ddb1ce
12 changed files with 4 additions and 12 deletions
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@ -2805,7 +2805,7 @@ void DeferredSkyGLSL::processVert( Vector<ShaderComponent*> &componentList,
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{
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{
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Var *outPosition = (Var*)LangElement::find( "gl_Position" );
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Var *outPosition = (Var*)LangElement::find( "gl_Position" );
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MultiLine *meta = new MultiLine;
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MultiLine *meta = new MultiLine;
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meta->addStatement( new GenOp( " @.w = @.z;\r\n", outPosition, outPosition ) );
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//meta->addStatement( new GenOp( " @.w = @.z;\r\n", outPosition, outPosition ) );
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output = meta;
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output = meta;
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}
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}
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@ -3000,7 +3000,7 @@ void DeferredSkyHLSL::processVert( Vector<ShaderComponent*> &componentList,
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{
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{
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Var *outPosition = (Var*)LangElement::find( "hpos" );
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Var *outPosition = (Var*)LangElement::find( "hpos" );
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MultiLine *meta = new MultiLine;
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MultiLine *meta = new MultiLine;
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meta->addStatement( new GenOp( " @.w = @.z;\r\n", outPosition, outPosition ) );
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//meta->addStatement( new GenOp( " @.w = @.z;\r\n", outPosition, outPosition ) );
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output = meta;
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output = meta;
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}
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}
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@ -55,7 +55,7 @@ new ShaderData( AL_DeferredShader )
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singleton PostEffect( AL_DeferredShading )
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singleton PostEffect( AL_DeferredShading )
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{
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{
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renderTime = "PFXBeforeBin";
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renderTime = "PFXAfterBin";
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renderBin = "SkyBin";
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renderBin = "SkyBin";
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shader = AL_DeferredShader;
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shader = AL_DeferredShader;
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stateBlock = AL_DeferredShadingState;
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stateBlock = AL_DeferredShadingState;
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@ -46,7 +46,6 @@ ConnectData main( CloudVert IN )
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ConnectData OUT;
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ConnectData OUT;
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OUT.hpos = mul(modelview, float4(IN.pos,1.0));
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OUT.hpos = mul(modelview, float4(IN.pos,1.0));
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OUT.hpos.w = OUT.hpos.z;
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float2 uv = IN.uv0;
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float2 uv = IN.uv0;
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uv += texOffset;
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uv += texOffset;
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@ -63,7 +63,6 @@ ConnectData main( CloudVert IN )
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ConnectData OUT;
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ConnectData OUT;
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OUT.hpos = mul(modelview, float4(IN.pos,1.0));
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OUT.hpos = mul(modelview, float4(IN.pos,1.0));
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OUT.hpos.w = OUT.hpos.z;
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// Offset the uv so we don't have a seam directly over our head.
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// Offset the uv so we don't have a seam directly over our head.
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float2 uv = IN.uv0 + float2( 0.5, 0.5 );
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float2 uv = IN.uv0 + float2( 0.5, 0.5 );
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@ -41,7 +41,6 @@ out vec2 texCoord;
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void main()
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void main()
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{
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{
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gl_Position = tMul(modelview, IN_pos);
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gl_Position = tMul(modelview, IN_pos);
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gl_Position.w = gl_Position.z;
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vec2 uv = IN_uv0;
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vec2 uv = IN_uv0;
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uv += texOffset;
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uv += texOffset;
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@ -62,7 +62,6 @@ void main()
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vec2 IN_uv0 = vTexCoord0.st;
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vec2 IN_uv0 = vTexCoord0.st;
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gl_Position = modelview * IN_pos;
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gl_Position = modelview * IN_pos;
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gl_Position.w = gl_Position.z;
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// Offset the uv so we don't have a seam directly over our head.
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// Offset the uv so we don't have a seam directly over our head.
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vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );
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vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );
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@ -55,7 +55,7 @@ new ShaderData( AL_DeferredShader )
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singleton PostEffect( AL_DeferredShading )
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singleton PostEffect( AL_DeferredShading )
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{
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{
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renderTime = "PFXBeforeBin";
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renderTime = "PFXAfterBin";
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renderBin = "SkyBin";
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renderBin = "SkyBin";
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shader = AL_DeferredShader;
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shader = AL_DeferredShader;
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stateBlock = AL_DeferredShadingState;
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stateBlock = AL_DeferredShadingState;
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@ -46,7 +46,6 @@ ConnectData main( CloudVert IN )
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ConnectData OUT;
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ConnectData OUT;
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OUT.hpos = mul(modelview, float4(IN.pos,1.0));
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OUT.hpos = mul(modelview, float4(IN.pos,1.0));
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OUT.hpos.w = OUT.hpos.z;
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float2 uv = IN.uv0;
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float2 uv = IN.uv0;
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uv += texOffset;
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uv += texOffset;
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@ -63,7 +63,6 @@ ConnectData main( CloudVert IN )
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ConnectData OUT;
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ConnectData OUT;
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OUT.hpos = mul(modelview, float4(IN.pos,1.0));
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OUT.hpos = mul(modelview, float4(IN.pos,1.0));
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OUT.hpos.w = OUT.hpos.z;
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// Offset the uv so we don't have a seam directly over our head.
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// Offset the uv so we don't have a seam directly over our head.
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float2 uv = IN.uv0 + float2( 0.5, 0.5 );
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float2 uv = IN.uv0 + float2( 0.5, 0.5 );
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@ -41,7 +41,6 @@ out vec2 texCoord;
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void main()
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void main()
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{
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{
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gl_Position = tMul(modelview, IN_pos);
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gl_Position = tMul(modelview, IN_pos);
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gl_Position.w = gl_Position.z;
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vec2 uv = IN_uv0;
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vec2 uv = IN_uv0;
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uv += texOffset;
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uv += texOffset;
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@ -62,7 +62,6 @@ void main()
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vec2 IN_uv0 = vTexCoord0.st;
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vec2 IN_uv0 = vTexCoord0.st;
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gl_Position = modelview * IN_pos;
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gl_Position = modelview * IN_pos;
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gl_Position.w = gl_Position.z;
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// Offset the uv so we don't have a seam directly over our head.
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// Offset the uv so we don't have a seam directly over our head.
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vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );
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vec2 uv = IN_uv0 + vec2( 0.5, 0.5 );
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