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Merge pull request #495 from blackberry-gaming/next-setaylor

Next setaylor
Sean Paul Taylor 13 anni fa
parent
commit
a3440198d3

+ 10 - 10
gameplay/gameplay.vcxproj

@@ -210,16 +210,16 @@
     <None Include="res\shaders\colored-unlit.vsh" />
     <None Include="res\shaders\colored.fsh" />
     <None Include="res\shaders\colored.vsh" />
-    <None Include="res\shaders\lib-attributes-skinning.vsh" />
-    <None Include="res\shaders\lib-attributes.vsh" />
-    <None Include="res\shaders\lib-lighting-directional.fsh" />
-    <None Include="res\shaders\lib-lighting-directional.vsh" />
-    <None Include="res\shaders\lib-lighting-point.fsh" />
-    <None Include="res\shaders\lib-lighting-point.vsh" />
-    <None Include="res\shaders\lib-lighting-spot.fsh" />
-    <None Include="res\shaders\lib-lighting-spot.vsh" />
-    <None Include="res\shaders\lib-lighting.fsh" />
-    <None Include="res\shaders\lib-lighting.vsh" />
+    <None Include="res\shaders\lib\attributes-skinning.vsh" />
+    <None Include="res\shaders\lib\attributes.vsh" />
+    <None Include="res\shaders\lib\lighting-directional.fsh" />
+    <None Include="res\shaders\lib\lighting-directional.vsh" />
+    <None Include="res\shaders\lib\lighting-point.fsh" />
+    <None Include="res\shaders\lib\lighting-point.vsh" />
+    <None Include="res\shaders\lib\lighting-spot.fsh" />
+    <None Include="res\shaders\lib\lighting-spot.vsh" />
+    <None Include="res\shaders\lib\lighting.fsh" />
+    <None Include="res\shaders\lib\lighting.vsh" />
     <None Include="res\shaders\textured-unlit.fsh" />
     <None Include="res\shaders\textured-unlit.vsh" />
     <None Include="res\shaders\textured.fsh" />

+ 10 - 10
gameplay/gameplay.vcxproj.filters

@@ -637,34 +637,34 @@
     <None Include="res\shaders\textured-unlit.vsh">
       <Filter>res\shaders</Filter>
     </None>
-    <None Include="res\shaders\lib-attributes-skinning.vsh">
+    <None Include="res\shaders\lib\attributes.vsh">
       <Filter>res\shaders\lib</Filter>
     </None>
-    <None Include="res\shaders\lib-lighting.vsh">
+    <None Include="res\shaders\lib\attributes-skinning.vsh">
       <Filter>res\shaders\lib</Filter>
     </None>
-    <None Include="res\shaders\lib-attributes.vsh">
+    <None Include="res\shaders\lib\lighting.fsh">
       <Filter>res\shaders\lib</Filter>
     </None>
-    <None Include="res\shaders\lib-lighting-directional.fsh">
+    <None Include="res\shaders\lib\lighting.vsh">
       <Filter>res\shaders\lib</Filter>
     </None>
-    <None Include="res\shaders\lib-lighting-directional.vsh">
+    <None Include="res\shaders\lib\lighting-directional.fsh">
       <Filter>res\shaders\lib</Filter>
     </None>
-    <None Include="res\shaders\lib-lighting-point.fsh">
+    <None Include="res\shaders\lib\lighting-directional.vsh">
       <Filter>res\shaders\lib</Filter>
     </None>
-    <None Include="res\shaders\lib-lighting-point.vsh">
+    <None Include="res\shaders\lib\lighting-point.fsh">
       <Filter>res\shaders\lib</Filter>
     </None>
-    <None Include="res\shaders\lib-lighting-spot.fsh">
+    <None Include="res\shaders\lib\lighting-point.vsh">
       <Filter>res\shaders\lib</Filter>
     </None>
-    <None Include="res\shaders\lib-lighting-spot.vsh">
+    <None Include="res\shaders\lib\lighting-spot.fsh">
       <Filter>res\shaders\lib</Filter>
     </None>
-    <None Include="res\shaders\lib-lighting.fsh">
+    <None Include="res\shaders\lib\lighting-spot.vsh">
       <Filter>res\shaders\lib</Filter>
     </None>
   </ItemGroup>

+ 0 - 2
gameplay/res/shaders/bumped.fsh

@@ -3,8 +3,6 @@ precision highp float;
 #endif
 
 // Uniforms
-uniform vec3 u_lightColor;                  // Light color.
-uniform vec3 u_ambientColor;                // Ambient color.
 uniform sampler2D u_textureDiffuse;        	// Diffuse texture.
 uniform sampler2D u_textureNormal;       	// Normal map texture.
 

+ 1 - 4
gameplay/res/shaders/colored.fsh

@@ -3,16 +3,13 @@ precision highp float;
 #endif
 
 // Uniforms
-uniform vec3 u_lightColor;                  // Light color
-uniform vec3 u_ambientColor;                // Ambient color
-
 uniform vec4 u_baseColor;               	// Modulation color
 
 #if defined(MODULATE_COLOR)
 uniform vec4 u_modulateColor;               // Modulation color
 #endif
 #if defined(MODULATE_ALPHA)
-uniform float u_tintAlpha;              	// Tint alpha
+uniform float u_modulateAlpha;              // Modulation alpha
 #endif
 
 // Inputs

+ 9 - 10
gameplay/res/shaders/lib/lighting.fsh

@@ -1,18 +1,17 @@
-uniform vec3 u_lightDirection;
+uniform vec3 u_lightDirection;					// Light direction.
+uniform vec3 u_lightColor;                      // Light color.
+uniform vec3 u_ambientColor;                    // Ambient color.
 
 // Variables
-vec4 _baseColor;                                // Base color
-vec3 _ambientColor;                             // Ambient Color
-vec3 _diffuseColor;                             // Diffuse Color
+vec4 _baseColor;                                // Base color.
+vec3 _ambientColor;                             // Ambient Color.
+vec3 _diffuseColor;                             // Diffuse Color.
 
 #if defined(SPECULAR)
 
-vec3 _specularColor;    						// Specular color
-
-uniform float u_specularExponent;				// Specular exponent
-
-varying vec3 v_cameraDirection;                 // Camera direction
-
+vec3 _specularColor;    						// Specular color.
+uniform float u_specularExponent;				// Specular exponent.
+varying vec3 v_cameraDirection;                 // Camera direction.
 
 vec3 computeLighting(vec3 normalVector, vec3 lightDirection, float attenuation, vec3 cameraDirection)
 {

+ 1 - 1
gameplay/res/shaders/lib/lighting.vsh

@@ -1,6 +1,6 @@
 #define LIGHTING
 
-uniform vec3 u_lightDirection;					// Direction of the light.
+uniform vec3 u_lightDirection;					// Light direction.
 
 #if defined(SPECULAR)
 

+ 7 - 1
gameplay/res/shaders/textured-unlit.fsh

@@ -4,6 +4,9 @@ precision highp float;
 
 // Uniforms
 uniform sampler2D u_textureDiffuse;     	// Diffuse texture
+#if defined(TEXTURE_LIGHT)
+uniform sampler2D u_textureLight;     		// Lightmap texture
+#endif
 
 #if defined(MODULATE_COLOR)
 uniform vec4 u_modulateColor;               // Modulation color
@@ -19,7 +22,10 @@ void main()
 {
     // Sample the texture for the color
     gl_FragColor = texture2D(u_textureDiffuse, v_texCoord);
-
+	#if defined(TEXTURE_LIGHT)
+	vec4 lightColor = texture2D(u_textureLight, v_texCoord);
+	gl_FragColor.a *= lightColor.a;
+	#endif
 	// Global color modulation
 	#if defined(MODULATE_COLOR)
 	gl_FragColor *= u_modulateColor;

+ 0 - 2
gameplay/res/shaders/textured.fsh

@@ -4,8 +4,6 @@ precision highp float;
 
 // Uniforms
 uniform sampler2D u_textureDiffuse;             // Diffuse texture.
-uniform vec3 u_lightColor;                      // Light color
-uniform vec3 u_ambientColor;                    // Ambient color
 
 #if defined(MODULATE_COLOR)
 uniform vec4 u_modulateColor;               	// Modulation color