Merge remote-tracking branch 'origin/master' into Menu

# Conflicts:
#	include/Engine/Rendering/RenderSystem.h
#	resources/Schema/Entities/RenderingWorld.xml
#	resources/Shaders/ForwardPlus.frag.glsl
#	src/Engine/Rendering/RenderSystem.cpp
This commit is contained in:
viktorljung
2016-01-24 20:48:17 +01:00
105 changed files with 4323 additions and 861 deletions
+3 -8
View File
@@ -9,18 +9,14 @@ layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 DiffuseVertexColor;
layout(location = 6) in vec4 SpecularVertexColor;
layout(location = 7) in vec4 BoneIndices1;
layout(location = 8) in vec4 BoneIndices2;
layout(location = 9) in vec4 BoneWeights1;
layout(location = 10) in vec4 BoneWeights2;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
}Output;
void main()
@@ -30,5 +26,4 @@ void main()
Output.Position = Position;
Output.TextureCoordinate = TextureCoords;
Output.Normal = Normal;
Output.DiffuseColor = DiffuseVertexColor;
}
+2 -2
View File
@@ -4,6 +4,7 @@ uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform vec4 Color;
uniform vec4 DiffuseColor;
uniform vec2 ScreenDimensions;
uniform vec4 FillColor;
uniform float FillPercentage;
@@ -49,7 +50,6 @@ in VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
}Input;
out vec4 sceneColor;
@@ -138,7 +138,7 @@ void main()
}
//sceneColor += Input.DiffuseColor;
vec4 color_result = Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
vec4 color_result = DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
+15 -10
View File
@@ -3,32 +3,37 @@
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform mat4 Bones[100];
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(location = 2) in vec3 Tangent;
layout(location = 3) in vec3 BiTangent;
layout(location = 4) in vec2 TextureCoords;
layout(location = 5) in vec4 DiffuseVertexColor;
layout(location = 6) in vec4 SpecularVertexColor;
layout(location = 7) in vec4 BoneIndices1;
layout(location = 8) in vec4 BoneIndices2;
layout(location = 9) in vec4 BoneWeights1;
layout(location = 10) in vec4 BoneWeights2;
layout(location = 5) in vec4 BoneIndices;
layout(location = 6) in vec4 BoneWeights;
out VertexData{
vec3 Position;
vec3 Normal;
vec2 TextureCoordinate;
vec4 DiffuseColor;
}Output;
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
Output.Position = Position;
mat4 boneTransform = mat4(1);
if(BoneWeights[0] > 0.0f){
boneTransform = BoneWeights[0] * Bones[int(BoneIndices[0])]
+ BoneWeights[1] * Bones[int(BoneIndices[1])]
+ BoneWeights[2] * Bones[int(BoneIndices[2])]
+ BoneWeights[3] * Bones[int(BoneIndices[3])];
}
gl_Position = P*V*M*boneTransform * vec4(Position, 1.0);
Output.Position = (boneTransform * vec4(Position, 1.0)).xyz;
Output.TextureCoordinate = TextureCoords;
Output.Normal = vec3(M * vec4(Normal, 0.0));
Output.DiffuseColor = DiffuseVertexColor;
}