fixed post effect shader bugs
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b3576fea52
commit
d96476d171
@ -31,17 +31,16 @@ set(DEPENDENCIES_ROOT ${PROJECT_SOURCE_DIR}/../cpp_dependencies)
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set(INCLUDE_ROOT ${DEPENDENCIES_ROOT}/include)
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set(LIB_ROOT ${DEPENDENCIES_ROOT}/lib/${SYSTEM_LIB_PATH})
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set(CMAKE_LIBRARY_OUTPUT_DIRECTORY ${LIB_ROOT}) #for SHARED
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set(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${LIB_ROOT}) #for STATIC
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if(CMAKE_BUILD_TYPE MATCHES "Debug")
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set(CPP_DEFINES -DRENDER_DEBUG -DGLEW_BUILD -DGLEW_STATIC)
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set(CPP_DEFINES -DRENDER_DEBUG)
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endif()
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file(GLOB LIBRARY_RES_FILES src/*.h shaders/*.glsl)
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add_library(${LIBRARY_NAME} STATIC ${LIB_SRC_LIST} ${LIBRARY_RES_FILES})
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add_definitions(-std=c++11 -Wno-comment ${CPP_DEFINES})
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add_definitions(-std=c++11 -Wno-comment -DGLEW_BUILD -DGLEW_STATIC ${CPP_DEFINES})
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include_directories(
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${INCLUDE_ROOT}
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@ -174,7 +174,7 @@ const char* Light::vertSource =
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"layout(location = 0)in vec3 inPosition;\n\
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#ifdef ALPHA_MASK\n\
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layout(location = 2)in vec2 inTexCoord;\n\
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out vec3 varTexCoord;\n\
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out vec2 varTexCoord;\n\
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#endif\n\
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uniform mat4 MVP;\n\
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void main()\n\
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@ -188,7 +188,7 @@ const char* Light::vertSource =
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const char* Light::fragSource =
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"#ifdef ALPHA_MASK\n\
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uniform sampler2D alphaMask;\n\
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in vec3 varTexCoord;\n\
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in vec2 varTexCoord;\n\
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#endif\n\
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out float fragmentdepth;\n\
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void main()\n\
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@ -203,10 +203,11 @@ void PostEffectModule::setShaders(const std::string &luminanceFragSource,
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const std::string &blurFragSource,
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const std::string &reduxFragSource)
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{
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shaders[LUMINANCE_SHADER] = new Shader(vertSource, luminanceFragSource);
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shaders[BLOOM_SHADER] = new Shader(vertSource, bloomFragSource);
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shaders[HDR_SHADER] = new Shader(vertSource, hdrFragSource);
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shaders[REDUX_SHADER] = new Shader(vertSource, reduxFragSource);
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const std::string version_string = "#version 330 core\n";
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shaders[LUMINANCE_SHADER] = new Shader(version_string+vertSource, version_string+luminanceFragSource);
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shaders[BLOOM_SHADER] = new Shader(version_string+vertSource, version_string+bloomFragSource);
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shaders[HDR_SHADER] = new Shader(version_string+vertSource, version_string+hdrFragSource);
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shaders[REDUX_SHADER] = new Shader(version_string+vertSource, version_string+reduxFragSource);
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redux->setShader(shaders[REDUX_SHADER]);
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if(blurSource != NULL)
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delete(blurSource);
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@ -104,7 +104,7 @@ GLuint Shader::createShader(const std::string &source, GLenum shaderType)
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break;
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}
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std::cerr << type_str << " shader not compiled : " << std::endl;
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//std::cout << "Shader source :" << std::endl << source << std::endl;
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std::cout << "Shader source :" << std::endl << source << std::endl;
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printShaderInfoLog(shaderId);
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return 0;
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}
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@ -58,7 +58,7 @@ std::string ShaderSource::preprocess(std::string source, int nbDefines, const ch
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{
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std::string header = "#version "+std::string(version);
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for(int i=0; i<nbDefines; ++i)
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header += "\n#define"+std::string(defines[i]);
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header += "\n#define "+std::string(defines[i]);
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return header+"\n#line 1\n"+source;
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}
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/*
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