Branimir Karadžić 10 years ago
parent
commit
ddf0959d35

+ 8 - 8
examples/06-bump/bump.cpp

@@ -148,8 +148,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
 	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
 
 
 	// Create texture sampler uniforms.
 	// Create texture sampler uniforms.
-	bgfx::UniformHandle u_texColor  = bgfx::createUniform("u_texColor",  bgfx::UniformType::Int1);
-	bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Int1);
+	bgfx::UniformHandle s_texColor  = bgfx::createUniform("s_texColor",  bgfx::UniformType::Int1);
+	bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
 
 
 	uint16_t numLights = 4;
 	uint16_t numLights = 4;
 	bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, numLights);
 	bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, numLights);
@@ -280,8 +280,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 					bgfx::setIndexBuffer(ibh);
 					bgfx::setIndexBuffer(ibh);
 
 
 					// Bind textures.
 					// Bind textures.
-					bgfx::setTexture(0, u_texColor, textureColor);
-					bgfx::setTexture(1, u_texNormal, textureNormal);
+					bgfx::setTexture(0, s_texColor, textureColor);
+					bgfx::setTexture(1, s_texNormal, textureNormal);
 
 
 					// Set render states.
 					// Set render states.
 					bgfx::setState(0
 					bgfx::setState(0
@@ -320,8 +320,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 					bgfx::setIndexBuffer(ibh);
 					bgfx::setIndexBuffer(ibh);
 
 
 					// Bind textures.
 					// Bind textures.
-					bgfx::setTexture(0, u_texColor, textureColor);
-					bgfx::setTexture(1, u_texNormal, textureNormal);
+					bgfx::setTexture(0, s_texColor, textureColor);
+					bgfx::setTexture(1, s_texNormal, textureNormal);
 
 
 					// Set render states.
 					// Set render states.
 					bgfx::setState(0
 					bgfx::setState(0
@@ -349,8 +349,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
 	bgfx::destroyProgram(program);
 	bgfx::destroyProgram(program);
 	bgfx::destroyTexture(textureColor);
 	bgfx::destroyTexture(textureColor);
 	bgfx::destroyTexture(textureNormal);
 	bgfx::destroyTexture(textureNormal);
-	bgfx::destroyUniform(u_texColor);
-	bgfx::destroyUniform(u_texNormal);
+	bgfx::destroyUniform(s_texColor);
+	bgfx::destroyUniform(s_texNormal);
 	bgfx::destroyUniform(u_lightPosRadius);
 	bgfx::destroyUniform(u_lightPosRadius);
 	bgfx::destroyUniform(u_lightRgbInnerR);
 	bgfx::destroyUniform(u_lightRgbInnerR);
 
 

+ 4 - 4
examples/06-bump/fs_bump.sc

@@ -7,8 +7,8 @@ $input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 // in...
 
 
 #include "../common/common.sh"
 #include "../common/common.sh"
 
 
-SAMPLER2D(u_texColor, 0);
-SAMPLER2D(u_texNormal, 1);
+SAMPLER2D(s_texColor,  0);
+SAMPLER2D(s_texNormal, 1);
 uniform vec4 u_lightPosRadius[4];
 uniform vec4 u_lightPosRadius[4];
 uniform vec4 u_lightRgbInnerR[4];
 uniform vec4 u_lightRgbInnerR[4];
 
 
@@ -61,7 +61,7 @@ void main()
 				);
 				);
 
 
 	vec3 normal;
 	vec3 normal;
-	normal.xy = texture2D(u_texNormal, v_texcoord0).xy * 2.0 - 1.0;
+	normal.xy = texture2D(s_texNormal, v_texcoord0).xy * 2.0 - 1.0;
 	normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
 	normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
 	vec3 view = -normalize(v_view);
 	vec3 view = -normalize(v_view);
 
 
@@ -71,7 +71,7 @@ void main()
 	lightColor += calcLight(2, tbn, v_wpos, normal, view);
 	lightColor += calcLight(2, tbn, v_wpos, normal, view);
 	lightColor += calcLight(3, tbn, v_wpos, normal, view);
 	lightColor += calcLight(3, tbn, v_wpos, normal, view);
 
 
-	vec4 color = toLinear(texture2D(u_texColor, v_texcoord0) );
+	vec4 color = toLinear(texture2D(s_texColor, v_texcoord0) );
 
 
 	gl_FragColor.xyz = max(vec3_splat(0.05), lightColor.xyz)*color.xyz;
 	gl_FragColor.xyz = max(vec3_splat(0.05), lightColor.xyz)*color.xyz;
 	gl_FragColor.w = 1.0;
 	gl_FragColor.w = 1.0;

BIN
examples/runtime/shaders/dx9/fs_bump.bin


BIN
examples/runtime/shaders/gles/fs_bump.bin


BIN
examples/runtime/shaders/glsl/fs_bump.bin