Panagiotis Christopoulos Charitos 16 лет назад
Родитель
Сommit
b15635e167
2 измененных файлов с 6 добавлено и 9 удалено
  1. 5 4
      shaders/pps_ssao.glsl
  2. 1 5
      src/renderer/r_pps_ssao.cpp

+ 5 - 4
shaders/pps_ssao.glsl

@@ -7,13 +7,14 @@
 #pragma anki include "shaders/linear_depth.glsl"
 #pragma anki include "shaders/linear_depth.glsl"
 #pragma anki include "shaders/pack.glsl"
 #pragma anki include "shaders/pack.glsl"
 
 
+#pragma anki uniform camerarange 0
+uniform vec2 camerarange;  // = vec2( znear, zfar )
+#pragma anki uniform ms_depth_fai 1
+uniform sampler2D ms_depth_fai;
 #pragma anki uniform noise_map 2
 #pragma anki uniform noise_map 2
 uniform sampler2D noise_map;
 uniform sampler2D noise_map;
+#pragma anki uniform ms_normal_fai 3
 uniform sampler2D ms_normal_fai;
 uniform sampler2D ms_normal_fai;
-#pragma anki uniform ms_depth_fai 1
-uniform sampler2D ms_depth_fai;
-#pragma anki uniform camerarange 0
-uniform vec2 camerarange;  // = vec2( znear, zfar )
 
 
 varying vec2 tex_coords;
 varying vec2 tex_coords;
 const float totStrength = 1.0;
 const float totStrength = 1.0;

+ 1 - 5
src/renderer/r_pps_ssao.cpp

@@ -105,16 +105,12 @@ void RunPass( const camera_t& cam )
 	glUniform2fv( shdr_ppp_ssao->GetUniformLocation(0), 1, &(vec2_t(cam.GetZNear(), cam.GetZFar()))[0] );
 	glUniform2fv( shdr_ppp_ssao->GetUniformLocation(0), 1, &(vec2_t(cam.GetZNear(), cam.GetZFar()))[0] );
 	shdr_ppp_ssao->LocTexUnit( shdr_ppp_ssao->GetUniformLocation(1), ms::depth_fai, 0 );
 	shdr_ppp_ssao->LocTexUnit( shdr_ppp_ssao->GetUniformLocation(1), ms::depth_fai, 0 );
 	shdr_ppp_ssao->LocTexUnit( shdr_ppp_ssao->GetUniformLocation(2), *noise_map, 1 );
 	shdr_ppp_ssao->LocTexUnit( shdr_ppp_ssao->GetUniformLocation(2), *noise_map, 1 );
-	shdr_ppp_ssao->LocTexUnit( "ms_normal_fai", ms::normal_fai, 2 );
+	shdr_ppp_ssao->LocTexUnit( shdr_ppp_ssao->GetUniformLocation(3), ms::normal_fai, 2 );
 
 
 	// Draw quad
 	// Draw quad
 	glEnableClientState( GL_VERTEX_ARRAY );
 	glEnableClientState( GL_VERTEX_ARRAY );
-	glEnableClientState( GL_TEXTURE_COORD_ARRAY );
-
 	glVertexPointer( 2, GL_FLOAT, 0, quad_vert_cords );
 	glVertexPointer( 2, GL_FLOAT, 0, quad_vert_cords );
-
 	glDrawArrays( GL_QUADS, 0, 4 );
 	glDrawArrays( GL_QUADS, 0, 4 );
-
 	glDisableClientState( GL_VERTEX_ARRAY );
 	glDisableClientState( GL_VERTEX_ARRAY );
 
 
 	// end
 	// end