Panagiotis Christopoulos Charitos 15 лет назад
Родитель
Сommit
a1edb3f550
4 измененных файлов с 127 добавлено и 118 удалено
  1. 60 60
      build/debug/Makefile
  2. 0 0
      shaders/IsAp.glsl
  3. 65 57
      shaders/IsLpGeneric.glsl
  4. 2 1
      src/Resources/ShaderProg.cpp

+ 60 - 60
build/debug/Makefile

@@ -4,8 +4,8 @@ PHFLAGS = -c -pedantic-errors -pedantic -ansi -Wall -Wextra -W -pipe -O0 -g3 -pg
 LFLAGS = -rdynamic -L../../../SDL-hg/build/.libs -L../../../glew/lib -L../../../bullet_svn/src/BulletSoftBody -L../../../bullet_svn/src/BulletDynamics -L../../../bullet_svn/src/BulletCollision -L../../../bullet_svn/src/LinearMath -Wl,-Bstatic -lBulletSoftBody -lBulletDynamics -lBulletCollision -lLinearMath -lGLEW -lSDL_image -lGLU -lSDL -Wl,-Bdynamic -lGL -ljpeg -lpng -ltiff
 EXECUTABLE = AnKi.bin
 INCPATH = -I../../src/Math/ -I../../src/Util/Tokenizer/ -I../../src/Misc/ -I../../src/ -I../../src/Renderer/ -I../../src/Scene/ -I../../src/Ui/ -I../../src/Resources/ -I../../src/Util/ -I../../src/Scene/Controllers/ -I../../src/Physics/ -I../../src/Renderer/BufferObjects/ -I../../src/Resources/Helpers/ -I../../../bullet_svn/src/ -I../../../SDL-hg/include -I../../glew/include 
-SOURCES = ../../src/Util/Tokenizer//Scanner.cpp ../../src/Misc//collision.cpp ../../src/Misc//skybox.cpp ../../src/Misc//map.cpp ../../src/Misc//memory.cpp ../../src/Misc//particles.cpp ../../src//Main.cpp ../../src/Renderer//Dbg.cpp ../../src/Renderer//Sm.cpp ../../src/Renderer//Hdr.cpp ../../src/Renderer//Ssao.cpp ../../src/Renderer//EarlyZ.cpp ../../src/Renderer//Ms.cpp ../../src/Renderer//Pps.cpp ../../src/Renderer//MainRenderer.cpp ../../src/Renderer//Is.cpp ../../src/Renderer//Renderer.cpp ../../src/Scene//SkelNode.cpp ../../src/Scene//Light.cpp ../../src/Scene//SkelModelNode.cpp ../../src/Scene//Scene.cpp ../../src/Scene//MeshNode.cpp ../../src/Scene//Camera.cpp ../../src/Scene//SceneNode.cpp ../../src/Scene//ParticleEmitter.cpp ../../src/Ui//Ui.cpp ../../src/Resources//LightProps.cpp ../../src/Resources//SkelAnim.cpp ../../src/Resources//Mesh.cpp ../../src/Resources//ShaderProg.cpp ../../src/Resources//Material.cpp ../../src/Resources//Extension.cpp ../../src/Resources//Skeleton.cpp ../../src/Resources//Texture.cpp ../../src/Resources//Resource.cpp ../../src/Util//Input.cpp ../../src/Util//App.cpp ../../src/Util//Common.cpp ../../src/Util//Util.cpp ../../src/Scene/Controllers//SkelAnimCtrl.cpp ../../src/Scene/Controllers//Controller.cpp ../../src/Physics//PhyWorld.cpp ../../src/Resources/Helpers//ShaderPrePreprocessor.cpp ../../src/Resources/Helpers//Image.cpp 
-OBJECTS = Scanner.o collision.o skybox.o map.o memory.o particles.o Main.o Dbg.o Sm.o Hdr.o Ssao.o EarlyZ.o Ms.o Pps.o MainRenderer.o Is.o Renderer.o SkelNode.o Light.o SkelModelNode.o Scene.o MeshNode.o Camera.o SceneNode.o ParticleEmitter.o Ui.o LightProps.o SkelAnim.o Mesh.o ShaderProg.o Material.o Extension.o Skeleton.o Texture.o Resource.o Input.o App.o Common.o Util.o SkelAnimCtrl.o Controller.o PhyWorld.o ShaderPrePreprocessor.o Image.o 
+SOURCES = ../../src/Util/Tokenizer//Scanner.cpp ../../src/Misc//collision.cpp ../../src/Misc//skybox.cpp ../../src/Misc//map.cpp ../../src/Misc//memory.cpp ../../src/Misc//particles.cpp ../../src//Main.cpp ../../src/Renderer//Ez.cpp ../../src/Renderer//Dbg.cpp ../../src/Renderer//Sm.cpp ../../src/Renderer//Hdr.cpp ../../src/Renderer//Ssao.cpp ../../src/Renderer//Ms.cpp ../../src/Renderer//Pps.cpp ../../src/Renderer//MainRenderer.cpp ../../src/Renderer//Is.cpp ../../src/Renderer//Renderer.cpp ../../src/Scene//SkelNode.cpp ../../src/Scene//Light.cpp ../../src/Scene//SkelModelNode.cpp ../../src/Scene//Scene.cpp ../../src/Scene//MeshNode.cpp ../../src/Scene//Camera.cpp ../../src/Scene//SceneNode.cpp ../../src/Scene//ParticleEmitter.cpp ../../src/Ui//Ui.cpp ../../src/Resources//LightProps.cpp ../../src/Resources//SkelAnim.cpp ../../src/Resources//Mesh.cpp ../../src/Resources//ShaderProg.cpp ../../src/Resources//Material.cpp ../../src/Resources//Extension.cpp ../../src/Resources//Skeleton.cpp ../../src/Resources//Texture.cpp ../../src/Resources//Resource.cpp ../../src/Util//Input.cpp ../../src/Util//App.cpp ../../src/Util//Common.cpp ../../src/Util//Util.cpp ../../src/Scene/Controllers//SkelAnimCtrl.cpp ../../src/Scene/Controllers//Controller.cpp ../../src/Physics//PhyWorld.cpp ../../src/Resources/Helpers//ShaderPrePreprocessor.cpp ../../src/Resources/Helpers//Image.cpp 
+OBJECTS = Scanner.o collision.o skybox.o map.o memory.o particles.o Main.o Ez.o Dbg.o Sm.o Hdr.o Ssao.o Ms.o Pps.o MainRenderer.o Is.o Renderer.o SkelNode.o Light.o SkelModelNode.o Scene.o MeshNode.o Camera.o SceneNode.o ParticleEmitter.o Ui.o LightProps.o SkelAnim.o Mesh.o ShaderProg.o Material.o Extension.o Skeleton.o Texture.o Resource.o Input.o App.o Common.o Util.o SkelAnimCtrl.o Controller.o PhyWorld.o ShaderPrePreprocessor.o Image.o 
 PRECOMPILED_HEADERS = 
 
 all: $(PRECOMPILED_HEADERS) $(SOURCES) $(EXECUTABLE)
@@ -504,7 +504,7 @@ Main.o: ../../src//Main.cpp ../../src/Util/Common.h \
 	@echo Compiling ../../src//Main.cpp...
 	@$(CXX) $(INCPATH) $(CFLAGS) ../../src//Main.cpp -o Main.o
 
-Dbg.o: ../../src/Renderer//Dbg.cpp ../../src/Renderer//Renderer.h \
+Ez.o: ../../src/Renderer//Ez.cpp ../../src/Renderer//Renderer.h \
  ../../src/Util/Common.h ../../src/Misc/memory.h ../../src/Math/Math.h \
  ../../src/Math/Vec2.h ../../src/Math/MathForwardDecls.h \
  ../../src/Math/Vec2.inl.h ../../src/Math/MathDfltHeader.h \
@@ -543,7 +543,9 @@ Dbg.o: ../../src/Renderer//Dbg.cpp ../../src/Renderer//Renderer.h \
  ../../../SDL-hg/include/SDL_power.h ../../../SDL-hg/include/SDL_timer.h \
  ../../../SDL-hg/include/SDL_version.h \
  ../../../SDL-hg/include/SDL_revision.h \
- ../../../SDL-hg/include/SDL_compat.h ../../src/Scene/Scene.h \
+ ../../../SDL-hg/include/SDL_compat.h ../../src/Scene/MeshNode.h \
+ ../../src/Scene/SceneNode.h ../../src/Resources/Material.h \
+ ../../src/Resources/ShaderProg.h ../../src/Scene/Scene.h \
  ../../src/Misc/skybox.h ../../src/Physics/PhyWorld.h \
  ../../src/Physics/PhyCommon.h \
  ../../../bullet_svn/src/btBulletCollisionCommon.h \
@@ -679,13 +681,11 @@ Dbg.o: ../../src/Renderer//Dbg.cpp ../../src/Renderer//Renderer.h \
  ../../../bullet_svn/src/BulletCollision/BroadphaseCollision/btOverlappingPairCallback.h \
  ../../../bullet_svn/src/BulletCollision/CollisionDispatch/btCollisionWorld.h \
  ../../src/Physics/PhyConversions.h ../../src/Physics/MotionState.h \
- ../../src/Scene/SceneNode.h ../../src/Physics/PhyWorld.h \
- ../../src/Scene/SkelNode.h ../../src/Scene/SceneNode.h \
- ../../src/Scene/Controllers/Controller.h
-	@echo Compiling ../../src/Renderer//Dbg.cpp...
-	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//Dbg.cpp -o Dbg.o
+ ../../src/Scene/SceneNode.h ../../src/Physics/PhyWorld.h
+	@echo Compiling ../../src/Renderer//Ez.cpp...
+	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//Ez.cpp -o Ez.o
 
-Sm.o: ../../src/Renderer//Sm.cpp ../../src/Renderer//Renderer.h \
+Dbg.o: ../../src/Renderer//Dbg.cpp ../../src/Renderer//Renderer.h \
  ../../src/Util/Common.h ../../src/Misc/memory.h ../../src/Math/Math.h \
  ../../src/Math/Vec2.h ../../src/Math/MathForwardDecls.h \
  ../../src/Math/Vec2.inl.h ../../src/Math/MathDfltHeader.h \
@@ -861,51 +861,12 @@ Sm.o: ../../src/Renderer//Sm.cpp ../../src/Renderer//Renderer.h \
  ../../../bullet_svn/src/BulletCollision/CollisionDispatch/btCollisionWorld.h \
  ../../src/Physics/PhyConversions.h ../../src/Physics/MotionState.h \
  ../../src/Scene/SceneNode.h ../../src/Physics/PhyWorld.h \
- ../../src/Scene/MeshNode.h ../../src/Scene/SceneNode.h \
- ../../src/Resources/Material.h ../../src/Resources/ShaderProg.h
-	@echo Compiling ../../src/Renderer//Sm.cpp...
-	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//Sm.cpp -o Sm.o
-
-Hdr.o: ../../src/Renderer//Hdr.cpp ../../src/Renderer//Renderer.h \
- ../../src/Util/Common.h ../../src/Misc/memory.h ../../src/Math/Math.h \
- ../../src/Math/Vec2.h ../../src/Math/MathForwardDecls.h \
- ../../src/Math/Vec2.inl.h ../../src/Math/MathDfltHeader.h \
- ../../src/Math/Vec3.h ../../src/Math/Vec3.inl.h ../../src/Math/Vec4.h \
- ../../src/Math/Vec4.inl.h ../../src/Math/Quat.h \
- ../../src/Math/Quat.inl.h ../../src/Math/Axisang.h \
- ../../src/Math/Axisang.inl.h ../../src/Math/Euler.h \
- ../../src/Math/Euler.inl.h ../../src/Math/Mat3.h \
- ../../src/Math/Mat3.inl.h ../../src/Math/Mat4.h \
- ../../src/Math/Mat4.inl.h ../../src/Math/MathFuncs.h \
- ../../src/Math/MathFuncs.inl.h ../../src/Math/Transform.h \
- ../../src/Math/Transform.inl.h ../../src/Renderer/BufferObjects/Fbo.h \
- ../../src/Resources/Texture.h ../../src/Resources/Resource.h \
- ../../src/Util/Util.h ../../src/Util/Common.h \
- ../../src/Resources/ShaderProg.h
-	@echo Compiling ../../src/Renderer//Hdr.cpp...
-	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//Hdr.cpp -o Hdr.o
-
-Ssao.o: ../../src/Renderer//Ssao.cpp ../../src/Renderer//Renderer.h \
- ../../src/Util/Common.h ../../src/Misc/memory.h ../../src/Math/Math.h \
- ../../src/Math/Vec2.h ../../src/Math/MathForwardDecls.h \
- ../../src/Math/Vec2.inl.h ../../src/Math/MathDfltHeader.h \
- ../../src/Math/Vec3.h ../../src/Math/Vec3.inl.h ../../src/Math/Vec4.h \
- ../../src/Math/Vec4.inl.h ../../src/Math/Quat.h \
- ../../src/Math/Quat.inl.h ../../src/Math/Axisang.h \
- ../../src/Math/Axisang.inl.h ../../src/Math/Euler.h \
- ../../src/Math/Euler.inl.h ../../src/Math/Mat3.h \
- ../../src/Math/Mat3.inl.h ../../src/Math/Mat4.h \
- ../../src/Math/Mat4.inl.h ../../src/Math/MathFuncs.h \
- ../../src/Math/MathFuncs.inl.h ../../src/Math/Transform.h \
- ../../src/Math/Transform.inl.h ../../src/Renderer/BufferObjects/Fbo.h \
- ../../src/Resources/Texture.h ../../src/Resources/Resource.h \
- ../../src/Util/Util.h ../../src/Util/Common.h \
- ../../src/Resources/ShaderProg.h ../../src/Scene/Camera.h \
- ../../src/Misc/collision.h ../../src/Scene/SceneNode.h
-	@echo Compiling ../../src/Renderer//Ssao.cpp...
-	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//Ssao.cpp -o Ssao.o
+ ../../src/Scene/SkelNode.h ../../src/Scene/SceneNode.h \
+ ../../src/Scene/Controllers/Controller.h
+	@echo Compiling ../../src/Renderer//Dbg.cpp...
+	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//Dbg.cpp -o Dbg.o
 
-EarlyZ.o: ../../src/Renderer//EarlyZ.cpp ../../src/Renderer//Renderer.h \
+Sm.o: ../../src/Renderer//Sm.cpp ../../src/Renderer//Renderer.h \
  ../../src/Util/Common.h ../../src/Misc/memory.h ../../src/Math/Math.h \
  ../../src/Math/Vec2.h ../../src/Math/MathForwardDecls.h \
  ../../src/Math/Vec2.inl.h ../../src/Math/MathDfltHeader.h \
@@ -944,9 +905,7 @@ EarlyZ.o: ../../src/Renderer//EarlyZ.cpp ../../src/Renderer//Renderer.h \
  ../../../SDL-hg/include/SDL_power.h ../../../SDL-hg/include/SDL_timer.h \
  ../../../SDL-hg/include/SDL_version.h \
  ../../../SDL-hg/include/SDL_revision.h \
- ../../../SDL-hg/include/SDL_compat.h ../../src/Scene/MeshNode.h \
- ../../src/Scene/SceneNode.h ../../src/Resources/Material.h \
- ../../src/Resources/ShaderProg.h ../../src/Scene/Scene.h \
+ ../../../SDL-hg/include/SDL_compat.h ../../src/Scene/Scene.h \
  ../../src/Misc/skybox.h ../../src/Physics/PhyWorld.h \
  ../../src/Physics/PhyCommon.h \
  ../../../bullet_svn/src/btBulletCollisionCommon.h \
@@ -1082,9 +1041,50 @@ EarlyZ.o: ../../src/Renderer//EarlyZ.cpp ../../src/Renderer//Renderer.h \
  ../../../bullet_svn/src/BulletCollision/BroadphaseCollision/btOverlappingPairCallback.h \
  ../../../bullet_svn/src/BulletCollision/CollisionDispatch/btCollisionWorld.h \
  ../../src/Physics/PhyConversions.h ../../src/Physics/MotionState.h \
- ../../src/Scene/SceneNode.h ../../src/Physics/PhyWorld.h
-	@echo Compiling ../../src/Renderer//EarlyZ.cpp...
-	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//EarlyZ.cpp -o EarlyZ.o
+ ../../src/Scene/SceneNode.h ../../src/Physics/PhyWorld.h \
+ ../../src/Scene/MeshNode.h ../../src/Scene/SceneNode.h \
+ ../../src/Resources/Material.h ../../src/Resources/ShaderProg.h
+	@echo Compiling ../../src/Renderer//Sm.cpp...
+	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//Sm.cpp -o Sm.o
+
+Hdr.o: ../../src/Renderer//Hdr.cpp ../../src/Renderer//Renderer.h \
+ ../../src/Util/Common.h ../../src/Misc/memory.h ../../src/Math/Math.h \
+ ../../src/Math/Vec2.h ../../src/Math/MathForwardDecls.h \
+ ../../src/Math/Vec2.inl.h ../../src/Math/MathDfltHeader.h \
+ ../../src/Math/Vec3.h ../../src/Math/Vec3.inl.h ../../src/Math/Vec4.h \
+ ../../src/Math/Vec4.inl.h ../../src/Math/Quat.h \
+ ../../src/Math/Quat.inl.h ../../src/Math/Axisang.h \
+ ../../src/Math/Axisang.inl.h ../../src/Math/Euler.h \
+ ../../src/Math/Euler.inl.h ../../src/Math/Mat3.h \
+ ../../src/Math/Mat3.inl.h ../../src/Math/Mat4.h \
+ ../../src/Math/Mat4.inl.h ../../src/Math/MathFuncs.h \
+ ../../src/Math/MathFuncs.inl.h ../../src/Math/Transform.h \
+ ../../src/Math/Transform.inl.h ../../src/Renderer/BufferObjects/Fbo.h \
+ ../../src/Resources/Texture.h ../../src/Resources/Resource.h \
+ ../../src/Util/Util.h ../../src/Util/Common.h \
+ ../../src/Resources/ShaderProg.h
+	@echo Compiling ../../src/Renderer//Hdr.cpp...
+	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//Hdr.cpp -o Hdr.o
+
+Ssao.o: ../../src/Renderer//Ssao.cpp ../../src/Renderer//Renderer.h \
+ ../../src/Util/Common.h ../../src/Misc/memory.h ../../src/Math/Math.h \
+ ../../src/Math/Vec2.h ../../src/Math/MathForwardDecls.h \
+ ../../src/Math/Vec2.inl.h ../../src/Math/MathDfltHeader.h \
+ ../../src/Math/Vec3.h ../../src/Math/Vec3.inl.h ../../src/Math/Vec4.h \
+ ../../src/Math/Vec4.inl.h ../../src/Math/Quat.h \
+ ../../src/Math/Quat.inl.h ../../src/Math/Axisang.h \
+ ../../src/Math/Axisang.inl.h ../../src/Math/Euler.h \
+ ../../src/Math/Euler.inl.h ../../src/Math/Mat3.h \
+ ../../src/Math/Mat3.inl.h ../../src/Math/Mat4.h \
+ ../../src/Math/Mat4.inl.h ../../src/Math/MathFuncs.h \
+ ../../src/Math/MathFuncs.inl.h ../../src/Math/Transform.h \
+ ../../src/Math/Transform.inl.h ../../src/Renderer/BufferObjects/Fbo.h \
+ ../../src/Resources/Texture.h ../../src/Resources/Resource.h \
+ ../../src/Util/Util.h ../../src/Util/Common.h \
+ ../../src/Resources/ShaderProg.h ../../src/Scene/Camera.h \
+ ../../src/Misc/collision.h ../../src/Scene/SceneNode.h
+	@echo Compiling ../../src/Renderer//Ssao.cpp...
+	@$(CXX) $(INCPATH) $(CFLAGS) ../../src/Renderer//Ssao.cpp -o Ssao.o
 
 Ms.o: ../../src/Renderer//Ms.cpp ../../src/Renderer//Renderer.h \
  ../../src/Util/Common.h ../../src/Misc/memory.h ../../src/Math/Math.h \

+ 0 - 0
shaders/is_ap.glsl → shaders/IsAp.glsl


+ 65 - 57
shaders/is_lp_generic.glsl → shaders/IsLpGeneric.glsl

@@ -1,7 +1,7 @@
 #pragma anki vertShaderBegins
 
-#pragma anki attribute view_vector 1
-attribute vec3 view_vector;
+#pragma anki attribute viewVector 1
+attribute vec3 viewVector;
 #pragma anki attribute position 0
 attribute vec2 position;
 
@@ -10,7 +10,7 @@ varying vec3 vpos;
 
 void main()
 {
-	vpos = view_vector;
+	vpos = viewVector;
 	vec2 vert_pos = position; // the vert coords are {1.0,1.0}, {0.0,1.0}, {0.0,0.0}, {1.0,0.0}
 	texCoords = vert_pos;
 	vec2 vert_pos_ndc = vert_pos*2.0 - 1.0;
@@ -36,14 +36,15 @@ uniform mat4 texProjectionMat;
 varying vec2 texCoords;
 varying vec3 vpos; // for the calculation of frag pos in view space
 
+
+//======================================================================================================================
+// getFragPosVSpace                                                                                                    =
+//======================================================================================================================
 
-/*
-=======================================================================================================================================
-FragPosVSpace                                                                                                                         =
-return frag pos in view space                                                                                                         =
-=======================================================================================================================================
-*/
-vec3 FragPosVSpace()
+/**
+ * @return frag pos in view space
+ */
+vec3 getFragPosVSpace()
 {
 	float _depth = texture2D( msDepthFai, texCoords ).r;
 
@@ -57,34 +58,37 @@ vec3 FragPosVSpace()
 }
 
 
-/*
-=======================================================================================================================================
-Attenuation                                                                                                                           =
-return the attenuation factor fiven the distance from the frag to the light source                                                    =
-=======================================================================================================================================
-*/
-float Attenuation( in float _frag_light_dist )
+//======================================================================================================================
+// getAttenuation                                                                                                      =
+//======================================================================================================================
+
+/**
+ * @return The attenuation factor fiven the distance from the frag to the light
+ * source
+ */
+float getAttenuation( in float _frag_light_dist )
 {
 	return clamp(1.0 - lightInvRadius * sqrt(_frag_light_dist), 0.0, 1.0);
 	//return 1.0 - _frag_light_dist * _inv_light_radius;
 }
 
+
+//======================================================================================================================
+// Pcf                                                                                                                 =
+//======================================================================================================================
 
-/*
-=======================================================================================================================================
-PCF                                                                                                                                   =
-it returns a blured shadow                                                                                                            =
-=======================================================================================================================================
-*/
 #if defined(_SPOT_LIGHT_) && defined( _SHADOW_ )
 
-float PCF_Off( in vec3 _shadow_uv )
+/**
+ * @return The blured shadow
+ */
+float pcfOff( in vec3 _shadow_uv )
 {
 	return shadow2D(shadowMap, _shadow_uv ).r;
 }
 
 
-float PCF_Low( in vec3 _shadow_uv )
+float pcfLow( in vec3 _shadow_uv )
 {
 	float _shadow_col = shadow2D(shadowMap, _shadow_uv ).r;
 	const float _map_scale = 1.0 / SHADOWMAP_SIZE;
@@ -103,7 +107,7 @@ float PCF_Low( in vec3 _shadow_uv )
 }
 
 
-float PCF_Medium( in vec3 _shadow_uv )
+float pcfMedium( in vec3 _shadow_uv )
 {
 	float _shadow_col = shadow2D(shadowMap, _shadow_uv ).r;
 	float _map_scale = 1.0 / SHADOWMAP_SIZE;
@@ -133,7 +137,7 @@ float PCF_Medium( in vec3 _shadow_uv )
 }
 
 
-float PCF_High( in vec3 _shadow_uv )
+float pcfHigh( in vec3 _shadow_uv )
 {
 	float _shadow_col = shadow2D(shadowMap, _shadow_uv ).r;
 	float _map_scale = 1.0 / SHADOWMAP_SIZE;
@@ -174,19 +178,21 @@ float PCF_High( in vec3 _shadow_uv )
 
 
 
-/*
-=======================================================================================================================================
-Phong                                                                                                                                 =
-=======================================================================================================================================
-*/
-vec3 Phong( in vec3 _frag_pos_vspace, out float _frag_light_dist )
+//======================================================================================================================
+// phong                                                                                                               =
+//======================================================================================================================
+vec3 phong( in vec3 _frag_pos_vspace, out float _frag_light_dist )
 {
 	// get the lambert term
 	vec3 _lightPos_eyespace = lightPos;
 	vec3 _light_frag_vec = _lightPos_eyespace - _frag_pos_vspace;
-
-	_frag_light_dist = dot( _light_frag_vec, _light_frag_vec ); // instead of using normalize(_frag_light_dist) we brake the operation...
-	vec3 _light_dir = _light_frag_vec * inversesqrt(_frag_light_dist); // ...because we want frag_light_dist for the calc of the attenuation
+
+	/*
+	 * Instead of using normalize(_frag_light_dist) we brake the operation because we want frag_light_dist for the calc of
+	 * the attenuation
+	 */
+	_frag_light_dist = dot( _light_frag_vec, _light_frag_vec ); 
+	vec3 _light_dir = _light_frag_vec * inversesqrt(_frag_light_dist);
 
 	// read the normal
 	//vec3 _normal = texture2D( msNormalFai, texCoords ).rgb;
@@ -217,30 +223,32 @@ vec3 Phong( in vec3 _frag_pos_vspace, out float _frag_light_dist )
 }
 
 uniform sampler2D tex;
+
 
-/*
-=======================================================================================================================================
-main                                                                                                                                  =
-=======================================================================================================================================
-*/
+//======================================================================================================================
+// main                                                                                                                =
+//======================================================================================================================
 void main()
 {
 	// get frag pos in view space
-	vec3 _frag_pos_vspace = FragPosVSpace();
-
-	//===================================================================================================================================
-	// POINT LIGHT                                                                                                                      =
-	//===================================================================================================================================
+	vec3 _frag_pos_vspace = getFragPosVSpace();
+
+	//
+	// Point light
+	//
 	#if defined(_POINT_LIGHT_)
-		// The func Phong calculates the frag to light distance (_frag_light_dist) and be cause we need that distance
+		// The func phong calculates the frag to light distance (_frag_light_dist) and be cause we need that distance
 		// latter for other calculations we export it
 		float _frag_light_dist;
-		vec3 _color = Phong( _frag_pos_vspace, _frag_light_dist );
-		gl_FragData[0] = vec4( _color * Attenuation(_frag_light_dist), 1.0 );
+		vec3 _color = phong( _frag_pos_vspace, _frag_light_dist );
+		gl_FragData[0] = vec4( _color * getAttenuation(_frag_light_dist), 1.0 );
+
+		gl_FragData[0] = gl_FragData[0] - gl_FragData[0] + texture2D( msDepthFai, texCoords );
+
 
-	//===================================================================================================================================
-	// SPOT LIGHT                                                                                                                       =
-	//===================================================================================================================================
+	//
+	// Spot light
+	//
 	#elif defined(_SPOT_LIGHT_)
 		vec4 _tex_coord2 = texProjectionMat * vec4(_frag_pos_vspace, 1.0);
 		vec3 _texCoords3 = _tex_coord2.xyz / _tex_coord2.w;
@@ -256,21 +264,21 @@ void main()
 		)
 		{
 			#if defined( _SHADOW_ )
-				#if defined( _SHADOW_MAPPING_PCF_ )
-					float _shadow_color = PCF_Low( _texCoords3 );
+				#if defined( _SHADOW_MAPPING_pcf )
+					float _shadow_color = pcfLow( _texCoords3 );
 					//float _shadow_color = MedianFilterPCF( shadowMap, _texCoords3 );
 				#else
-					float _shadow_color = PCF_Off( _texCoords3 );
+					float _shadow_color = pcfOff( _texCoords3 );
 				#endif
 
 				if( _shadow_color == 0.0 ) discard;
 			#endif // shadow
 
 			float _frag_light_dist;
-			vec3 _color = Phong( _frag_pos_vspace, _frag_light_dist );
+			vec3 _color = phong( _frag_pos_vspace, _frag_light_dist );
 
 			vec3 _texel = texture2DProj( lightTex, _tex_coord2.xyz ).rgb;
-			float _att = Attenuation(_frag_light_dist);
+			float _att = getAttenuation(_frag_light_dist);
 
 			#if defined( _SHADOW_ )
 				gl_FragData[0] = vec4(_texel * _color * (_shadow_color * _att), 1.0);

+ 2 - 1
src/Resources/ShaderProg.cpp

@@ -21,7 +21,8 @@ string ShaderProg::stdSourceCode(
  * Standard set uniform check
  */
 #define STD_SET_UNI_CHECK() DEBUG_ERR( getLoc() == -1 ); \
-                            DEBUG_ERR( ShaderProg::getCurrentProgramGlId() != fatherSProg->getGlId() );
+                            DEBUG_ERR( ShaderProg::getCurrentProgramGlId() != fatherSProg->getGlId() ); \
+                            DEBUG_ERR( glGetUniformLocation( fatherSProg->getGlId(), getName().c_str() ) != getLoc() );
 
 
 void ShaderProg::UniVar::setFloat( float f ) const