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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
fizzle fix for gl
correct ShaderFeatureGLSL::getInVpos to more closely match directx outcomes so we can keep using the same math across incudes
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25a3c3325f
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@ -438,29 +438,18 @@ Var* ShaderFeatureGLSL::getInColor( const char *name,
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Var* ShaderFeatureGLSL::addOutVpos( MultiLine *meta,
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Vector<ShaderComponent*> &componentList )
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{
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/*
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// Nothing to do if we're on SM 3.0... we use the real vpos.
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if ( GFX->getPixelShaderVersion() >= 3.0f )
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return NULL;
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*/
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// For SM 2.x we need to generate the vpos in the vertex shader
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// and pass it as a texture coord to the pixel shader.
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Var *outVpos = (Var*)LangElement::find( "outVpos" );
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if ( !outVpos )
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{
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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outVpos = connectComp->getElement( RT_TEXCOORD );
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outVpos->setName( "outVpos" );
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outVpos->setStructName( "OUT" );
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outVpos->setType( "vec4" );
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ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
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outVpos = connectComp->getElement(RT_TEXCOORD);
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outVpos->setName("outVpos");
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outVpos->setStructName("OUT");
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outVpos->setType("vec4");
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Var *outPosition = (Var*) LangElement::find( "gl_Position" );
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AssertFatal( outPosition, "ShaderFeatureGLSL::addOutVpos - Didn't find the output position." );
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meta->addStatement( new GenOp( " @ = @;\r\n", outVpos, outPosition ) );
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AssertFatal( outPosition, "ShaderFeatureGLSL::addOutVpos - gl_Position somehow undefined?." );
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meta->addStatement(new GenOp(" @ = @;\r\n", outVpos, outPosition));
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}
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return outVpos;
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@ -469,15 +458,34 @@ Var* ShaderFeatureGLSL::addOutVpos( MultiLine *meta,
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Var* ShaderFeatureGLSL::getInVpos( MultiLine *meta,
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Vector<ShaderComponent*> &componentList )
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{
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Var *inVpos = (Var*)LangElement::find( "vpos" );
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if ( inVpos )
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Var* inVpos = (Var*)LangElement::find("inVpos");
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if (inVpos)
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return inVpos;
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector*>( componentList[C_CONNECTOR] );
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inVpos = connectComp->getElement( RT_TEXCOORD );
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inVpos->setName( "inVpos" );
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inVpos->setStructName( "IN" );
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inVpos->setType( "vec4" );
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ShaderConnector* connectComp = dynamic_cast<ShaderConnector*>(componentList[C_CONNECTOR]);
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inVpos = connectComp->getElement(RT_TEXCOORD);
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inVpos->setName("inVpos");
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inVpos->setStructName("IN");
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inVpos->setType("vec4");
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Var* targetSize = (Var*)LangElement::find("targetSize");
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if (!targetSize)
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{
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targetSize = new Var();
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targetSize->setType("vec2");
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targetSize->setName("targetSize");
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targetSize->uniform = true;
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targetSize->constSortPos = cspPotentialPrimitive;
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}
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// transform projection space to screen space, needs to be done per-pixel. D3D automatically does this with SV_POSITION semantic types (note GLSL doesn't have semantics, even though Torque still uses the RT_ enums for them for some shaderconnector business)
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// optional: OGL provides this data as gl_FragCoord automatically
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// Note: for 100% parity with gl_FragCoord (but NOT with vpos in D3D) set .w = 1/.w
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meta->addStatement(new GenOp(" @.xyz = @.xyz / @.w;\r\n", inVpos, inVpos, inVpos));
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meta->addStatement(new GenOp(" @.w = @.w;\r\n", inVpos, inVpos)); // for parity w/ gl_FragCoord set: meta->addStatement(new GenOp(" @.w = 1.0 / @.w;\r\n", inVpos, inVpos));
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meta->addStatement(new GenOp(" @.xy = @.xy * 0.5 + vec2(0.5,0.5);\r\n", inVpos, inVpos)); // get the screen coord to 0 to 1
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meta->addStatement(new GenOp(" @.y = 1.0 - @.y;\r\n", inVpos, inVpos)); // flip the y axis
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meta->addStatement(new GenOp(" @.xy *= @;\r\n", inVpos, targetSize)); // scale to monitor
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return inVpos;
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}
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@ -2429,15 +2437,15 @@ void VisibilityFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
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else
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{
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visibility = (Var*)LangElement::find( "visibility" );
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if ( !visibility )
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{
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visibility = new Var();
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visibility->setType( "float" );
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visibility->setName( "visibility" );
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visibility->uniform = true;
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visibility->constSortPos = cspPotentialPrimitive;
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}
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if (!visibility)
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{
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visibility = new Var();
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visibility->setType("float");
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visibility->setName("visibility");
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visibility->uniform = true;
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visibility->constSortPos = cspPotentialPrimitive;
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}
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}
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MultiLine* meta = new MultiLine;
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