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CElementGen TIND updates

This commit is contained in:
Jack Andersen
2016-02-24 16:55:38 -10:00
parent c8e0f886c6
commit 23688360c9
8 changed files with 64 additions and 30 deletions

View File

@@ -121,8 +121,9 @@ BOO_GLSL_BINDING_HEAD
" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
" vec4 texrTexel = texture(texs[0], vtf.uvTexr);\n"
" colorOut = vtf.color * sceneTexel + texrTexel;\n"
" colorOut.a = vtf.color.a * texrTexel.a;"
" //colorOut = vtf.color * sceneTexel + texrTexel;\n"
" colorOut = sceneTexel + vec4(0.5, 0.0, 0.0, 1.0);\n"
" //colorOut.a = vtf.color.a * texrTexel.a;\n"
"}\n";
static const char* FS_GLSL_CINDTEX =
@@ -144,6 +145,7 @@ BOO_GLSL_BINDING_HEAD
" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
" vec4 sceneTexel = texture(texs[1], vtf.uvScene + tindTexel);\n"
" colorOut = vtf.color * sceneTexel * texture(texs[0], vtf.uvTexr);\n"
" //colorOut = vec4(1.0,1.0,1.0,1.0);\n"
"}\n";
static const char* VS_GLSL_NOTEX =
@@ -302,23 +304,23 @@ CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::GLD
m_indTexZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, true, false);
false, true, false);
m_indTexNoZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
false, false, false);
m_indTexAdditive = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_INDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
true, true, false);
false, true, false);
m_cindTexZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, true, false);
false, true, false);
m_cindTexNoZWrite = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
true, false, false);
false, false, false);
m_cindTexAdditive = factory.newShaderPipeline(VS_GLSL_INDTEX, FS_GLSL_CINDTEX, 3, "texs", 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
true, true, false);
false, true, false);
m_noTexZTestZWrite = factory.newShaderPipeline(VS_GLSL_NOTEX, FS_GLSL_NOTEX, 0, nullptr, 1, UniNames,
boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,