diff --git a/CMakeLists.txt b/CMakeLists.txt index d0c0596..eac38db 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -31,17 +31,16 @@ set(DEPENDENCIES_ROOT ${PROJECT_SOURCE_DIR}/../cpp_dependencies) set(INCLUDE_ROOT ${DEPENDENCIES_ROOT}/include) set(LIB_ROOT ${DEPENDENCIES_ROOT}/lib/${SYSTEM_LIB_PATH}) -set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${LIB_ROOT}) #for SHARED set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${LIB_ROOT}) #for STATIC if(CMAKE_BUILD_TYPE MATCHES "Debug") - set(CPP_DEFINES -DRENDER_DEBUG -DGLEW_BUILD -DGLEW_STATIC) + set(CPP_DEFINES -DRENDER_DEBUG) endif() file(GLOB LIBRARY_RES_FILES src/*.h shaders/*.glsl) add_library(${LIBRARY_NAME} STATIC ${LIB_SRC_LIST} ${LIBRARY_RES_FILES}) -add_definitions(-std=c++11 -Wno-comment ${CPP_DEFINES}) +add_definitions(-std=c++11 -Wno-comment -DGLEW_BUILD -DGLEW_STATIC ${CPP_DEFINES}) include_directories( ${INCLUDE_ROOT} diff --git a/src/light.cpp b/src/light.cpp index 012e134..89879e8 100644 --- a/src/light.cpp +++ b/src/light.cpp @@ -174,7 +174,7 @@ const char* Light::vertSource = "layout(location = 0)in vec3 inPosition;\n\ #ifdef ALPHA_MASK\n\ layout(location = 2)in vec2 inTexCoord;\n\ - out vec3 varTexCoord;\n\ + out vec2 varTexCoord;\n\ #endif\n\ uniform mat4 MVP;\n\ void main()\n\ @@ -188,7 +188,7 @@ const char* Light::vertSource = const char* Light::fragSource = "#ifdef ALPHA_MASK\n\ uniform sampler2D alphaMask;\n\ - in vec3 varTexCoord;\n\ + in vec2 varTexCoord;\n\ #endif\n\ out float fragmentdepth;\n\ void main()\n\ diff --git a/src/posteffectmodule.cpp b/src/posteffectmodule.cpp index 2802a71..46231b1 100644 --- a/src/posteffectmodule.cpp +++ b/src/posteffectmodule.cpp @@ -203,10 +203,11 @@ void PostEffectModule::setShaders(const std::string &luminanceFragSource, const std::string &blurFragSource, const std::string &reduxFragSource) { - shaders[LUMINANCE_SHADER] = new Shader(vertSource, luminanceFragSource); - shaders[BLOOM_SHADER] = new Shader(vertSource, bloomFragSource); - shaders[HDR_SHADER] = new Shader(vertSource, hdrFragSource); - shaders[REDUX_SHADER] = new Shader(vertSource, reduxFragSource); + const std::string version_string = "#version 330 core\n"; + shaders[LUMINANCE_SHADER] = new Shader(version_string+vertSource, version_string+luminanceFragSource); + shaders[BLOOM_SHADER] = new Shader(version_string+vertSource, version_string+bloomFragSource); + shaders[HDR_SHADER] = new Shader(version_string+vertSource, version_string+hdrFragSource); + shaders[REDUX_SHADER] = new Shader(version_string+vertSource, version_string+reduxFragSource); redux->setShader(shaders[REDUX_SHADER]); if(blurSource != NULL) delete(blurSource); diff --git a/src/shader.cpp b/src/shader.cpp index 0d2aa2e..e70c462 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -106,7 +106,7 @@ GLuint Shader::createShader(const std::string &source, GLenum shaderType) break; } std::cerr << type_str << " shader not compiled : " << std::endl; - //std::cout << "Shader source :" << std::endl << source << std::endl; + std::cout << "Shader source :" << std::endl << source << std::endl; printShaderInfoLog(shaderId); return 0; }