Deferred class2 alpha shader should actually compile now.

This commit is contained in:
Shyotl
2011-05-11 23:55:06 -05:00
parent d1d6994419
commit ba8e62841f
5 changed files with 1 additions and 12 deletions

View File

@@ -8,7 +8,6 @@
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D diffuseMap;
uniform sampler2D noiseMap;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[6];
@@ -22,7 +21,6 @@ varying vec3 vary_ambient;
varying vec3 vary_directional;
varying vec3 vary_fragcoord;
varying vec3 vary_position;
varying vec3 vary_light;
varying vec3 vary_pointlight_col;
uniform mat4 inv_proj;
@@ -46,8 +44,6 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
vec3 samp_pos = getPosition(frag).xyz;
vec4 pos = vec4(vary_position, 1.0);
vec4 diff= texture2D(diffuseMap, gl_TexCoord[0].xy);

View File

@@ -9,7 +9,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);

View File

@@ -12,7 +12,6 @@ uniform sampler2DRectShadow shadowMap0;
uniform sampler2DRectShadow shadowMap1;
uniform sampler2DRectShadow shadowMap2;
uniform sampler2DRectShadow shadowMap3;
uniform sampler2D noiseMap;
uniform sampler2DRect depthMap;
uniform mat4 shadow_matrix[6];
@@ -69,8 +68,6 @@ void main()
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
frag *= screen_res;
vec3 samp_pos = getPosition(frag).xyz;
float shadow = 1.0;
vec4 pos = vec4(vary_position, 1.0);

View File

@@ -9,7 +9,6 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
void calcAtmospherics(vec3 inPositionEye);
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
@@ -41,7 +40,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
//distance attenuation
float dist2 = d*d/(la*la);
float da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
45
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2

View File

@@ -10,8 +10,6 @@
uniform sampler2DRect depthMap;
uniform sampler2DRect normalMap;
uniform float gi_dist_cutoff;
varying vec2 vary_fragcoord;
uniform float depth_cutoff;