Commit the files now....
This commit is contained in:
@@ -81,7 +81,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
|
||||
m_ForwardPlusSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapProgram");
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||
m_ForwardPlusSplatMapProgram->Compile();
|
||||
m_ForwardPlusSplatMapProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSplatMapProgram->BindFragDataLocation(1, "bloomColor");
|
||||
@@ -91,7 +91,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
m_ExplosionEffectSplatMapProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapProgram");
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlus.vert.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new GeometryShader("Shaders/ExplosionEffect.geom.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapProgram->Compile();
|
||||
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectSplatMapProgram->BindFragDataLocation(1, "bloomColor");
|
||||
@@ -119,7 +119,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
|
||||
m_ExplosionEffectSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ExplosionEffectSplatMapSkinnedProgram");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->Compile();
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ExplosionEffectSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
@@ -128,7 +128,7 @@ void DrawFinalPass::InitializeShaderPrograms()
|
||||
|
||||
m_ForwardPlusSplatMapSkinnedProgram = ResourceManager::Load<ShaderProgram>("#ForwardPlusSplatMapSkinnedProgram");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new VertexShader("Shaders/ForwardPlusSkinned.vert.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMap.frag.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->AddShader(std::shared_ptr<Shader>(new FragmentShader("Shaders/ForwardPlusSplatMapRGB.frag.glsl")));
|
||||
m_ForwardPlusSplatMapSkinnedProgram->Compile();
|
||||
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(0, "sceneColor");
|
||||
m_ForwardPlusSplatMapSkinnedProgram->BindFragDataLocation(1, "bloomColor");
|
||||
@@ -892,7 +892,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
//Bind 5 diffuse textures
|
||||
std::string UniformName = "DiffuseUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->DiffuseTexture.size() > i && job->DiffuseTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->DiffuseTexture[i]->Texture->m_Texture);
|
||||
@@ -906,7 +906,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
//Bind 5 Normal textures
|
||||
UniformName = "NormalUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->NormalTexture.size() > i && job->NormalTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->NormalTexture[i]->Texture->m_Texture);
|
||||
@@ -920,7 +920,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
//Bind 5 Specular textures
|
||||
UniformName = "SpecularUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->SpecularTexture.size() > i && job->SpecularTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->SpecularTexture[i]->Texture->m_Texture);
|
||||
@@ -934,7 +934,7 @@ void DrawFinalPass::BindModelTextures(GLuint shaderHandle, std::shared_ptr<Model
|
||||
|
||||
//Bind 5 Incandescence textures
|
||||
UniformName = "GlowUVRepeat";
|
||||
for (unsigned int i = 0; i < 5; i++) {
|
||||
for (unsigned int i = 0; i < 3; i++) {
|
||||
glActiveTexture(texturePosition);
|
||||
if (job->IncandescenceTexture.size() > i && job->IncandescenceTexture[i]->Texture != nullptr) {
|
||||
glBindTexture(GL_TEXTURE_2D, job->IncandescenceTexture[i]->Texture->m_Texture);
|
||||
|
||||
Reference in New Issue
Block a user