fixed post effect shader bugs

This commit is contained in:
Anselme 2016-03-02 12:09:08 +01:00
parent b3576fea52
commit d96476d171
5 changed files with 11 additions and 11 deletions

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@ -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}

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@ -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\

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@ -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);

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@ -104,7 +104,7 @@ 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;
}

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@ -58,7 +58,7 @@ std::string ShaderSource::preprocess(std::string source, int nbDefines, const ch
{
std::string header = "#version "+std::string(version);
for(int i=0; i<nbDefines; ++i)
header += "\n#define"+std::string(defines[i]);
header += "\n#define "+std::string(defines[i]);
return header+"\n#line 1\n"+source;
}
/*