瀏覽代碼

Added missed imports. (#691)

Used GLSL compat on the post shadow filter
Alexandr Brui 8 年之前
父節點
當前提交
3058c218c5

+ 1 - 0
jme3-core/src/main/resources/Common/MatDefs/Hdr/LogLum.frag

@@ -1,3 +1,4 @@
+#import "Common/ShaderLib/GLSLCompat.glsllib"
 #import "Common/ShaderLib/Hdr.glsllib"
 
 uniform sampler2D m_Texture;

+ 1 - 0
jme3-core/src/main/resources/Common/MatDefs/Hdr/ToneMap.frag

@@ -1,3 +1,4 @@
+#import "Common/ShaderLib/GLSLCompat.glsllib"
 #import "Common/ShaderLib/Hdr.glsllib"
 
 varying vec2 texCoord;

+ 0 - 1
jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadow.frag

@@ -1,6 +1,5 @@
 #import "Common/ShaderLib/GLSLCompat.glsllib"
 #import "Common/ShaderLib/Shadows.glsllib"
-
 #if defined(PSSM) || defined(FADE)
 varying float shadowPosition;
 #endif

+ 1 - 0
jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadowFilter.frag

@@ -1,3 +1,4 @@
+#import "Common/ShaderLib/GLSLCompat.glsllib"
 #import "Common/ShaderLib/Shadows.glsllib"
 
 uniform sampler2D m_Texture;

+ 1 - 1
jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadowFilter.j3md

@@ -42,7 +42,7 @@ MaterialDef Post Shadow {
     }
 
     Technique {
-        VertexShader GLSL150:   Common/MatDefs/Shadow/PostShadowFilter15.vert
+        VertexShader GLSL150:   Common/MatDefs/Shadow/PostShadowFilter.vert
         FragmentShader GLSL150: Common/MatDefs/Shadow/PostShadowFilter15.frag
 
         WorldParameters {

+ 2 - 0
jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadowFilter.vert

@@ -1,3 +1,5 @@
+#import "Common/ShaderLib/GLSLCompat.glsllib"
+
 attribute vec4 inPosition;
 attribute vec2 inTexCoord;
 varying vec2 texCoord;

+ 6 - 8
jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadowFilter15.frag

@@ -1,14 +1,13 @@
+#import "Common/ShaderLib/GLSLCompat.glsllib"
 #import "Common/ShaderLib/MultiSample.glsllib"
 #import "Common/ShaderLib/Shadows.glsllib"
 
-
 uniform COLORTEXTURE m_Texture;
 uniform DEPTHTEXTURE m_DepthTexture;
 uniform mat4 m_ViewProjectionMatrixInverse;
 uniform vec4 m_ViewProjectionMatrixRow2;
 
-in vec2 texCoord;
-out vec4 outFragColor;
+varying vec2 texCoord;
 
 const mat4 biasMat = mat4(0.5, 0.0, 0.0, 0.0,
                           0.0, 0.5, 0.0, 0.0,
@@ -134,18 +133,17 @@ vec4 main_multiSample(in int numSample){
     return color * vec4(shadow, shadow, shadow, 1.0);
 }
 
-void main(){  
+void main() {
 
     #ifdef RESOLVE_MS
         vec4 color = vec4(0.0);
         for (int i = 0; i < m_NumSamples; i++){
             color += main_multiSample(i);
         }
-        outFragColor = color / m_NumSamples;
+        gl_FragColor = color / m_NumSamples;
     #else
-        outFragColor = main_multiSample(0);
-    #endif  
-
+        gl_FragColor = main_multiSample(0);
+    #endif
 }
 
 

+ 0 - 10
jme3-core/src/main/resources/Common/MatDefs/Shadow/PostShadowFilter15.vert

@@ -1,10 +0,0 @@
-in vec4 inPosition;
-in vec2 inTexCoord;
-
-out vec2 texCoord;
-
-void main() {
-    vec2 pos = inPosition.xy * 2.0 - 1.0;
-    gl_Position = vec4(pos, 0.0, 1.0);    
-    texCoord = inTexCoord;
-}