diff --git a/assets b/assets
index dfa0fc61..4d36fdce 160000
--- a/assets
+++ b/assets
@@ -1 +1 @@
-Subproject commit dfa0fc61ab88456f3461779bd7c6ac97d15f6493
+Subproject commit 4d36fdced7007a594a56b7371bb26861876889aa
diff --git a/resources/Schema/Entities/NewMap.xml b/resources/Schema/Entities/NewMap.xml
index a79fee7b..f4c768f0 100644
--- a/resources/Schema/Entities/NewMap.xml
+++ b/resources/Schema/Entities/NewMap.xml
@@ -104,6 +104,100 @@
+
+
+
+ Models/Props/Walls/SciFiWallTop.mesh
+
+
+
+
+
+
+
+
+ Models/Props/Walls/SciFiWallBig.mesh
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+
+
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+ Models/Props/Walls/SciFiWallMedium.mesh
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+
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+
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+ Models/Props/Walls/SciFiWallSmall1.mesh
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+ Models/Props/Walls/SciFiWallSmall2.mesh
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+ Models/Props/Walls/SciFiWallBig.mesh
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+ Models/Props/Walls/SciFiWallMedium.mesh
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+ Models/Props/Walls/SciFiWallSmall3.mesh
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+ Models/Props/Walls/SciFiWallSmall4.mesh
+
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+
@@ -134,7 +228,7 @@
-
+
@@ -199,7 +293,7 @@
Models/Props/Pillars/SciFiPillar1.mesh
-
+
@@ -213,7 +307,7 @@
Models/Props/Pillars/SciFiPillar1.mesh
-
+
@@ -292,7 +386,7 @@
Models/Props/Pillars/SciFiPillar2.mesh
-
+
@@ -338,7 +432,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -349,6 +443,7 @@
Models/Props/Walls/BigWall.mesh
+
@@ -363,7 +458,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -388,7 +483,8 @@
Models/Props/Walls/BigWall.mesh
-
+
+
@@ -413,7 +509,8 @@
Models/Props/Walls/BigWall.mesh
-
+
+
@@ -438,7 +535,7 @@
Models/Props/Walls/BigWall.mesh
-
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@@ -450,7 +547,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -464,7 +561,7 @@
Models/Props/Walls/BigWall.mesh
-
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@@ -480,7 +577,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -492,7 +589,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -505,7 +602,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -713,8 +810,8 @@
Models/Props/Walls/MediumWall3.mesh
-
-
+
+
@@ -725,7 +822,7 @@
Models/Props/Walls/MediumWall3.mesh
-
+
@@ -737,7 +834,7 @@
Models/Props/Walls/MediumWall3.mesh
-
+
@@ -751,7 +848,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -762,7 +859,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -774,7 +871,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -801,7 +898,8 @@
Models/Props/Walls/BigWall.mesh
-
+
+
@@ -813,7 +911,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -827,7 +925,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -838,7 +936,7 @@
Models/Props/Walls/BigWall.mesh
-
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@@ -850,7 +948,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -876,7 +974,7 @@
Models/Props/Walls/BigWall.mesh
-
+
@@ -966,7 +1064,7 @@
Models/Props/Walls/BigWall.mesh
-
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@@ -1027,7 +1125,7 @@
Models/Props/Walls/BigWall.mesh
-
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@@ -1054,7 +1152,7 @@
Models/Props/Walls/BigWall.mesh
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@@ -1065,7 +1163,7 @@
Models/Props/Walls/BigWall.mesh
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@@ -1077,7 +1175,7 @@
Models/Props/Walls/BigWall.mesh
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@@ -1089,7 +1187,7 @@
Models/Props/Walls/BigWall.mesh
-
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@@ -1103,7 +1201,7 @@
Models/Props/Walls/BigWall.mesh
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@@ -1115,7 +1213,7 @@
Models/Props/Walls/BigWall.mesh
-
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@@ -1136,6 +1234,247 @@
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+
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+ Models/Props/Walls/BigWall.mesh
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+ Models/Props/Walls/BigWall.mesh
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+ Models/Props/Walls/BigWall.mesh
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+ Models/Props/Walls/BigWall.mesh
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+ Models/Props/Walls/BigWall.mesh
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+ Models/Props/Walls/BigWall.mesh
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+ Models/Props/Walls/BigWall.mesh
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+ Models/Props/Walls/SmallWall2.mesh
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+ Models/Props/Walls/BigWall.mesh
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+ Models/Props/Walls/SmallWall3.mesh
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+ Models/Props/Walls/SpecialWall1.mesh
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+ Models/Props/Flora/SpecialRoot.mesh
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+ Models/Props/Walls/MediumWall1.mesh
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+ Models/Props/Walls/MediumWall1.mesh
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+ Models/Props/Walls/MediumWall1.mesh
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+ Models/Props/Walls/MediumWall3.mesh
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+ Models/Props/Walls/MediumWall1.mesh
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+ Models/Props/Walls/MediumWall1.mesh
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+ Models/Props/Walls/SmallWall2.mesh
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@@ -1150,8 +1489,8 @@
Models/Props/Bridges/WoodenBridge.mesh
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@@ -1178,8 +1517,8 @@
Models/Props/Bridges/WoodenBridge.mesh
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+
@@ -1191,12 +1530,117 @@
Models/Props/Bridges/SciFiBridge.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
+
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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@@ -1205,12 +1649,118 @@
Models/Props/Bridges/SciFiBridge.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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+ Models/Props/Bridges/SciFiBridgeDefense.mesh
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@@ -1240,9 +1790,9 @@
Models/Props/Pillars/SciFiBridgePillar1.mesh
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@@ -1254,7 +1804,7 @@
Models/Props/Pillars/SciFiBridgePillar1.mesh
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@@ -1506,7 +2056,7 @@
true
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@@ -1517,7 +2067,7 @@
true
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@@ -1529,7 +2079,7 @@
true
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@@ -1541,7 +2091,7 @@
true
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@@ -1553,7 +2103,7 @@
true
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@@ -1565,7 +2115,7 @@
true
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@@ -1612,6 +2162,227 @@
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/SpecialRoot.mesh
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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+ Models/Props/Flora/AliveBush.mesh
+ true
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@@ -1679,7 +2450,8 @@
Models/Props/Stones/MediumStone1.mesh
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Models/Props/Stones/MediumStone1.mesh
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Models/Props/Stones/MediumStone1.mesh
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Models/Props/Stones/MediumStone1.mesh
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Models/Props/Stones/MediumStone1.mesh
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- Models/Props/Stones/BigStone.mesh
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Models/Props/Stones/MediumStone1.mesh
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Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/BigStone.mesh
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+ Models/Props/Stones/BigStone.mesh
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+ Models/Props/Stones/BigStone.mesh
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+ Models/Props/Stones/BigStone.mesh
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+ Models/Props/Stones/BigStone.mesh
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+ Models/Props/Stones/BigStone.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/ShinyStoneCrystal.mesh
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+ Models/Props/Stones/ShinyStoneCrystal.mesh
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+ Models/Props/Stones/ShinyStoneCrystal.mesh
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+ Models/Props/Walls/MediumWall1.mesh
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@@ -2107,9 +3086,9 @@
Models/Props/PickUps/PickUpHolder.mesh
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Models/Props/PickUps/PickUpHolder.mesh
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+ Models/Props/Stones/AssaultHolder.mesh
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+ Models/Props/SciFiHolder1.mesh
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+ Models/Props/SciFiHolder1.mesh
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+ Models/Props/SciFiHolder1.mesh
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- Models/Props/CapturePoint.mesh
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+ Models/Core/UnitCylinder.mesh
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+ true
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+ Models/Props/CapturePoint/CapturePointNeutral.mesh
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+ 1
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+ Models/Core/UnitCylinder.mesh
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+ true
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- Models/Props/CapturePoint.mesh
+ Models/Props/CapturePoint/CapturePointNeutral.mesh
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+ 2
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+ Models/Core/UnitCylinder.mesh
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+ true
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- Models/Props/CapturePoint.mesh
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+ 3
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+ Models/Core/UnitCylinder.mesh
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+ true
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+ 4
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+ Models/Core/UnitCylinder.mesh
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@@ -2373,7 +3596,7 @@
1
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Models/Characters/Assault/AssaultTPose.mesh
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+ Schema/Entities/Player.xml
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+ Models/Characters/Assault/AssaultTPose.mesh
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+ Models/Characters/Assault/AssaultTPose.mesh
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+ Models/Characters/Assault/AssaultTPose.mesh
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+ Models/Characters/Assault/AssaultTPose.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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diff --git a/resources/Schema/Entities/NewMapBackup.xml b/resources/Schema/Entities/NewMapBackup.xml
new file mode 100644
index 00000000..15ec64cf
--- /dev/null
+++ b/resources/Schema/Entities/NewMapBackup.xml
@@ -0,0 +1,3222 @@
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diff --git a/resources/Schema/Entities/StoneWall.xml b/resources/Schema/Entities/StoneWall.xml
new file mode 100644
index 00000000..e578d339
--- /dev/null
+++ b/resources/Schema/Entities/StoneWall.xml
@@ -0,0 +1,147 @@
+
+
+
+
+
+
+ Models/Props/Stones/MediumStone1.mesh
+
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
+
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
+
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+ Models/Props/Stones/MediumStone1.mesh
+
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+ Models/Props/Stones/MediumStone1.mesh
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+ Models/Props/Stones/MediumStone1.mesh
+
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+ Models/Props/Stones/MediumStone1.mesh
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diff --git a/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl
new file mode 100644
index 00000000..e862d926
--- /dev/null
+++ b/resources/Shaders/ForwardPlusSplatMapRGB.frag.glsl
@@ -0,0 +1,245 @@
+#version 430
+
+uniform mat4 M;
+uniform mat4 V;
+uniform mat4 P;
+uniform vec2 ScreenDimensions;
+uniform float FillPercentage;
+uniform vec4 DiffuseColor;
+uniform vec4 FillColor;
+uniform vec4 Color;
+uniform vec4 AmbientColor;
+
+//Get bineded at the same time as the textures
+uniform vec2 DiffuseUVRepeat1;
+uniform vec2 DiffuseUVRepeat2;
+uniform vec2 DiffuseUVRepeat3;
+uniform vec2 NormalUVRepeat1;
+uniform vec2 NormalUVRepeat2;
+uniform vec2 NormalUVRepeat3;
+uniform vec2 SpecularUVRepeat1;
+uniform vec2 SpecularUVRepeat2;
+uniform vec2 SpecularUVRepeat3;
+uniform vec2 GlowUVRepeat1;
+uniform vec2 GlowUVRepeat2;
+uniform vec2 GlowUVRepeat3;
+layout (binding = 0) uniform sampler2D SplatMapTexture;
+layout (binding = 1) uniform sampler2D DiffuseTexture1;
+layout (binding = 2) uniform sampler2D DiffuseTexture2;
+layout (binding = 3) uniform sampler2D DiffuseTexture3;
+layout (binding = 4) uniform sampler2D NormalMapTexture1;
+layout (binding = 5) uniform sampler2D NormalMapTexture2;
+layout (binding = 6) uniform sampler2D NormalMapTexture3;
+layout (binding = 7) uniform sampler2D SpecularMapTexture1;
+layout (binding = 8) uniform sampler2D SpecularMapTexture2;
+layout (binding = 9) uniform sampler2D SpecularMapTexture3;
+layout (binding = 10) uniform sampler2D GlowMapTexture1;
+layout (binding = 11) uniform sampler2D GlowMapTexture2;
+layout (binding = 12) uniform sampler2D GlowMapTexture3;
+
+#define TILE_SIZE 16
+
+struct LightSource {
+ vec4 Position;
+ vec4 Direction;
+ vec4 Color;
+ float Radius;
+ float Intensity;
+ float Falloff;
+ int Type;
+};
+
+layout (std430, binding = 1) buffer LightBuffer
+{
+ LightSource List[];
+} LightSources;
+
+struct LightGrid {
+ float Start;
+ float Amount;
+ vec2 Padding;
+};
+
+layout (std430, binding = 2) buffer LightGridBuffer
+{
+ LightGrid Data[];
+} LightGrids;
+
+layout (std430, binding = 4) buffer LightIndexBuffer
+{
+ float LightIndex[];
+};
+
+
+in VertexData{
+ vec3 Position;
+ vec3 Normal;
+ vec3 Tangent;
+ vec3 BiTangent;
+ vec2 TextureCoordinate;
+ vec4 ExplosionColor;
+ float ExplosionPercentageElapsed;
+}Input;
+
+out vec4 sceneColor;
+out vec4 bloomColor;
+
+struct LightResult {
+ vec4 Diffuse;
+ vec4 Specular;
+};
+
+float CalcAttenuation(float radius, float dist, float falloff) {
+ return 1.0 - smoothstep(radius * 0.3, radius, dist);
+}
+
+vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
+ vec4 R = normalize( reflect(-lightVec, normal));
+ float RdotV = max( dot(R, viewVec), 0.0);
+ return lightColor * pow(RdotV, 90.0);
+}
+
+vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
+ float power = max( dot(normal, lightVec), 0.0);
+ return lightColor * power;
+}
+
+LightResult CalcPointLightSource(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal, float falloff)
+{
+ vec4 L = lightPos - position;
+ float dist = length(L);
+ L = normalize(L);
+
+ float attenuation = CalcAttenuation(lightRadius, dist, falloff);
+
+ LightResult result;
+ result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
+ result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
+ return result;
+}
+
+LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensity, vec4 viewVec, vec4 vertNormal)
+{
+ vec4 L = normalize( -vec4(direction.xyz, 0) );
+
+ LightResult result;
+ result.Diffuse = CalcDiffuse(color, L, vertNormal) * intensity;
+ result.Specular = CalcSpecular(color, viewVec, L, vertNormal) * intensity;
+ return result;
+}
+
+vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
+{
+ mat3 TBN = mat3(tangent, bitangent, normal);
+ vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
+ return vec4(TBN * normalize(NormalMap), 0.0);
+}
+
+vec4 CalcBlendedTexel(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
+ vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
+ vec4 R_Channel = texture2D(R, Input.TextureCoordinate * R_TileValues);
+ vec4 G_Channel = texture2D(G, Input.TextureCoordinate * G_TileValues);
+ vec4 B_Channel = texture2D(B, Input.TextureCoordinate * B_TileValues);
+
+ float total = blendValue.r + blendValue.g + blendValue.b;
+ float totalDiv = 1.0f / total;
+ blendValue.r = blendValue.r * totalDiv;
+ blendValue.g = blendValue.g * totalDiv;
+ blendValue.b = blendValue.b * totalDiv;
+
+ return blendValue.r * R_Channel
+ + blendValue.g * G_Channel
+ + blendValue.b * B_Channel;
+}
+
+vec4 CalcBlendedNormal(vec4 blendValue, sampler2D R, sampler2D G, sampler2D B,
+ vec2 R_TileValues, vec2 G_TileValues, vec2 B_TileValues){
+ mat3 TBN = mat3(Input.Tangent, Input.BiTangent, Input.Normal);
+ vec3 R_Channel = texture(R, Input.TextureCoordinate * R_TileValues).xyz * 2.0 - vec3(1.0);
+ vec3 G_Channel = texture(G, Input.TextureCoordinate * G_TileValues).xyz * 2.0 - vec3(1.0);
+ vec3 B_Channel = texture(B, Input.TextureCoordinate * B_TileValues).xyz * 2.0 - vec3(1.0);
+
+ float total = blendValue.r + blendValue.g + blendValue.b + blendValue.a;
+ float totalDiv = 1 / total;
+ blendValue.r = blendValue.r * totalDiv;
+ blendValue.g = blendValue.g * totalDiv;
+ blendValue.b = blendValue.b * totalDiv;
+
+ vec3 Normal_result = blendValue.r * R_Channel
+ + blendValue.g * G_Channel
+ + blendValue.b * B_Channel;
+
+ return vec4(TBN * normalize(Normal_result), 0.0);
+}
+
+void main()
+{
+ vec4 splatTexel = texture2D(SplatMapTexture, Input.TextureCoordinate);
+
+ vec4 diffuseTexel = CalcBlendedTexel(splatTexel, DiffuseTexture1, DiffuseTexture2, DiffuseTexture3,
+ DiffuseUVRepeat1, DiffuseUVRepeat2, DiffuseUVRepeat3);
+ vec4 glowTexel = CalcBlendedTexel(splatTexel, GlowMapTexture1, GlowMapTexture2, GlowMapTexture3,
+ GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
+ vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
+ SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
+ vec4 position = V * M * vec4(Input.Position, 1.0);
+ //vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
+ vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
+ NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
+ normal = normalize(normal);
+ //vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
+ vec4 viewVec = normalize(-position);
+
+ vec2 tilePos;
+ tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
+ tilePos.y = int(gl_FragCoord.y/TILE_SIZE);
+
+ LightResult totalLighting;
+ totalLighting.Diffuse = vec4(AmbientColor.rgb, 1.0);
+ int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
+
+ int start = int(LightGrids.Data[currentTile].Start);
+ int amount = int(LightGrids.Data[currentTile].Amount);
+
+ for(int i = start; i < start + amount; i++) {
+
+ int l = int(LightIndex[i]);
+ LightSource light = LightSources.List[l];
+
+ LightResult light_result;
+ //These if statements should be removed.
+ if(light.Type == 1) { // point
+ light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
+ } else if (light.Type == 2) { //Directional
+ light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
+ }
+ totalLighting.Diffuse += light_result.Diffuse;
+ totalLighting.Specular += light_result.Specular;
+ }
+
+ vec4 color_result = mix((Color * diffuseTexel * DiffuseColor), Input.ExplosionColor, Input.ExplosionPercentageElapsed);
+ color_result = color_result * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel));
+ //vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
+
+
+ float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
+
+ if(pos <= FillPercentage) {
+ color_result += FillColor;
+ }
+ sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
+ color_result += glowTexel*3;
+
+ bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), 1.0);
+
+ //Tiled Debug Code
+ /*
+ if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 ) {
+ sceneColor += vec4(0.5, 0, 0, 0);
+ } else {
+ sceneColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/LightSources.List.length(), 0, 0, 1);
+ }
+ */
+}
+
+
diff --git a/src/Engine/Rendering/DrawFinalPass.cpp b/src/Engine/Rendering/DrawFinalPass.cpp
index 5e1d7f6e..7102ec73 100644
--- a/src/Engine/Rendering/DrawFinalPass.cpp
+++ b/src/Engine/Rendering/DrawFinalPass.cpp
@@ -90,7 +90,7 @@ void DrawFinalPass::InitializeShaderPrograms()
GLERROR("Creating sprite program");
m_ForwardPlusSplatMapProgram = ResourceManager::Load("#ForwardPlusSplatMapProgram");
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
- m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
+ m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ForwardPlusSplatMapProgram->Compile();
m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
@@ -100,7 +100,7 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ExplosionEffectSplatMapProgram = ResourceManager::Load("#ExplosionEffectSplatMapProgram");
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
- m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
+ m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ExplosionEffectSplatMapProgram->Compile();
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(0, "sceneColor");
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(1, "bloomColor");
@@ -128,7 +128,7 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ExplosionEffectSplatMapSkinnedProgram = ResourceManager::Load("#ExplosionEffectSplatMapSkinnedProgram");
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
- m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
+ m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ExplosionEffectSplatMapSkinnedProgram->Compile();
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
@@ -137,7 +137,7 @@ void DrawFinalPass::InitializeShaderPrograms()
m_ForwardPlusSplatMapSkinnedProgram = ResourceManager::Load("#ForwardPlusSplatMapSkinnedProgram");
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
- m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
+ m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
m_ForwardPlusSplatMapSkinnedProgram->Compile();
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
@@ -918,7 +918,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptrDiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
@@ -932,7 +932,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptrNormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
@@ -946,7 +946,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptrSpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
@@ -960,7 +960,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptrIncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
diff --git a/src/Engine/Rendering/RawModelCustom.cpp b/src/Engine/Rendering/RawModelCustom.cpp
index 4ebf80b6..dd6a96de 100644
--- a/src/Engine/Rendering/RawModelCustom.cpp
+++ b/src/Engine/Rendering/RawModelCustom.cpp
@@ -277,8 +277,8 @@ void RawModelCustom::ReadMaterialTextureProperties(RawModelCustom::TextureProper
throw Resource::FailedLoadingException("Reading Material texture UVTiling failed");
}
memcpy(&texture.UVRepeat[0], fileData + offset, sizeof(glm::vec2));
- offset += sizeof(glm::vec2);
}
+ offset += sizeof(glm::vec2);
}
void RawModelCustom::ReadAnimationFile(std::string filePath)