diff --git a/assets b/assets
index 066c47e..20edf79 160000
--- a/assets
+++ b/assets
@@ -1 +1 @@
-Subproject commit 066c47ecd71c9f8e7a6d22ed92d42f4be9fc6c3f
+Subproject commit 20edf7934ae395a169ab175d17c7da28b7628f29
diff --git a/src/Components/Model.h b/src/Components/Model.h
index cacfe17..7c116d4 100755
--- a/src/Components/Model.h
+++ b/src/Components/Model.h
@@ -11,11 +11,12 @@ namespace Components
struct Model : Component
{
- Model() : Visible(true), ShadowCaster(true) { }
+ Model() : Visible(true), ShadowCaster(true), Transparent(false) { }
std::string ModelFile;
Color Color;
bool Visible;
bool ShadowCaster;
+ bool Transparent;
virtual Model* Clone() const override { return new Model(*this); }
};
diff --git a/src/GUI/Frame.h b/src/GUI/Frame.h
index a2acb8e..85f756d 100644
--- a/src/GUI/Frame.h
+++ b/src/GUI/Frame.h
@@ -40,7 +40,7 @@ public:
, m_Layer(0)
{ SetParent(std::shared_ptr(parent)); }
- ::RenderQueue RenderQueue;
+ ::RenderQueuePair RenderQueue;
std::shared_ptr Parent() const { return m_Parent; }
void SetParent(std::shared_ptr parent)
diff --git a/src/GUI/TextureFrame.h b/src/GUI/TextureFrame.h
index 6018478..bbdfaef 100644
--- a/src/GUI/TextureFrame.h
+++ b/src/GUI/TextureFrame.h
@@ -26,7 +26,7 @@ public:
job.TextureID = m_Texture->ResourceID;
job.Texture = *m_Texture;
job.Color = m_Color;
- RenderQueue.Add(job);
+ RenderQueue.Forward.Add(job);
renderer->SetCamera(nullptr);
renderer->DrawFrame(RenderQueue);
diff --git a/src/GUI/WorldFrame.h b/src/GUI/WorldFrame.h
index 29f4314..89f2ec0 100644
--- a/src/GUI/WorldFrame.h
+++ b/src/GUI/WorldFrame.h
@@ -69,7 +69,8 @@ public:
}
else
{
- EnqueueModel(modelAsset, modelMatrix);
+ float transparent = modelComponent->Transparent;
+ EnqueueModel(modelAsset, modelMatrix, transparent);
}
}
@@ -131,7 +132,7 @@ private:
std::shared_ptr m_TransformSystem;
- void EnqueueModel(Model* model, glm::mat4 modelMatrix)
+ void EnqueueModel(Model* model, glm::mat4 modelMatrix, float transparent)
{
for (auto texGroup : model->TextureGroups)
{
@@ -144,8 +145,15 @@ private:
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
-
- RenderQueue.Add(job);
+ job.Transparent = transparent;
+ if(job.Transparent)
+ {
+ RenderQueue.Forward.Add(job);
+ }
+ else
+ {
+ RenderQueue.Deferred.Add(job);
+ }
}
}
@@ -167,7 +175,7 @@ private:
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = modelMatrix;
- RenderQueue.Add(job);
+ RenderQueue.Deferred.Add(job);
}
}
@@ -178,7 +186,7 @@ private:
job.Texture = *texture;
job.ModelMatrix = modelMatrix;
- RenderQueue.Add(job);
+ RenderQueue.Forward.Add(job);
}
};
diff --git a/src/GameWorld.cpp b/src/GameWorld.cpp
index 6c03f00..d5d4a1d 100755
--- a/src/GameWorld.cpp
+++ b/src/GameWorld.cpp
@@ -98,7 +98,6 @@ void GameWorld::Initialize()
// CommitEntity(ground);
//}
-
{
auto ground_middle = CreateEntity();
auto transform = AddComponent(ground_middle);
@@ -109,7 +108,7 @@ void GameWorld::Initialize()
auto blendmap = AddComponent(ground_middle);
blendmap->TextureRed = "Textures/Ground/Sand.png";
blendmap->TextureGreen = "Textures/Ground/Grass.png";
- blendmap->TextureBlue = "Textures/Ground/Asphalt.png";
+ blendmap->TextureBlue = "Textures/Ground/Rock.png";
blendmap->TextureRepeats = 30.f;
auto physics = AddComponent(ground_middle);
@@ -239,6 +238,17 @@ void GameWorld::Initialize()
CommitEntity(ground_base_mirrored);
}
+ {
+ auto tree = CreateEntity();
+ auto transform = AddComponent(tree);
+ transform->Position = glm::vec3(0, -15, 0);
+ auto model = AddComponent(tree);
+ model->ModelFile = "Models/Tree/leafs/Leafs.obj";
+ model->Transparent = true;
+
+ CommitEntity(tree);
+ }
+
EntityID tank1 = CreateTank(1);
{
auto transform = GetComponent(tank1);
diff --git a/src/RenderQueue.h b/src/RenderQueue.h
index ba4eae2..a38de8a 100644
--- a/src/RenderQueue.h
+++ b/src/RenderQueue.h
@@ -38,6 +38,7 @@ struct ModelJob : RenderJob
unsigned int StartIndex;
unsigned int EndIndex;
glm::mat4 ModelMatrix;
+ float Transparent;
void CalculateHash() override
{
@@ -98,4 +99,16 @@ private:
std::forward_list> m_Jobs;
};
+struct RenderQueuePair
+{
+ RenderQueue Deferred;
+ RenderQueue Forward;
+
+ void Clear()
+ {
+ Deferred.Clear();
+ Forward.Clear();
+ }
+};
+
#endif // RenderQueue_h__
diff --git a/src/Renderer.cpp b/src/Renderer.cpp
index b06e513..99f7c61 100755
--- a/src/Renderer.cpp
+++ b/src/Renderer.cpp
@@ -74,10 +74,6 @@ void Renderer::Initialize()
m_Camera->SetPosition(glm::vec3(0.0f, 0.0f, 2.f));
glfwSwapInterval(m_VSync);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
LoadContent();
}
@@ -108,6 +104,11 @@ void Renderer::LoadContent()
m_ShaderProgramDebugAABB.Compile();
m_ShaderProgramDebugAABB.Link();*/
+ m_FinalForwardPassProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/FinalForwardPass.vert.glsl")));
+ m_FinalForwardPassProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/FinalForwardPass.frag.glsl")));
+ m_FinalForwardPassProgram.Compile();
+ m_FinalForwardPassProgram.Link();
+
m_BlendMapProgram.AddShader(std::shared_ptr(new VertexShader("Shaders/BlendMap.vert.glsl")));
m_BlendMapProgram.AddShader(std::shared_ptr(new FragmentShader("Shaders/BlendMap.frag.glsl")));
m_BlendMapProgram.Compile();
@@ -126,6 +127,7 @@ void Renderer::LoadContent()
m_ForwardRendering.AddShader(std::shared_ptr(new VertexShader("Shaders/ForwardRendering.vert.glsl")));
m_ForwardRendering.AddShader(std::shared_ptr(new FragmentShader("Shaders/ForwardRendering.frag.glsl")));
m_ForwardRendering.Compile();
+ glBindFragDataLocation(m_ForwardRendering.GetHandle(), 0, "frag_Diffuse");
m_ForwardRendering.Link();
m_ShaderProgramShadows.AddShader(std::shared_ptr(new VertexShader("Shaders/ShadowMap.vert.glsl")));
@@ -261,7 +263,7 @@ void Renderer::Draw(double dt)
glfwSwapBuffers(m_Window);
}
-void Renderer::DrawFrame(RenderQueue &rq)
+void Renderer::DrawFrame(RenderQueuePair &rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
@@ -305,7 +307,7 @@ void Renderer::DrawFrame(RenderQueue &rq)
// }
//}
- for (auto &job : rq)
+ for (auto &job : rq.Forward)
{
//auto modelJob = std::dynamic_pointer_cast(job);
//if (modelJob)
@@ -358,11 +360,16 @@ void Renderer::DrawFrame(RenderQueue &rq)
}
}
-void Renderer::DrawWorld(RenderQueue &rq)
+void Renderer::DrawWorld(RenderQueuePair &rq)
{
glDisable(GL_BLEND);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_SCISSOR_TEST);
- DrawShadowMap(rq);
+ //DrawShadowMap(rq.Deferred);
/*
Base pass
@@ -385,12 +392,14 @@ void Renderer::DrawWorld(RenderQueue &rq)
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
- DrawFBOScene(rq);
+ DrawFBOScene(rq.Deferred);
/*
Lighting pass
*/
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbLightingPass);
+ glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
+ glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
GLenum lightingPassAttachments[] = { GL_COLOR_ATTACHMENT0 };
glDrawBuffers(1, lightingPassAttachments);
@@ -406,7 +415,7 @@ void Renderer::DrawWorld(RenderQueue &rq)
glBindTexture(GL_TEXTURE_2D, m_fSpecularTexture);
glCullFace(GL_FRONT);
- DrawLightScene(rq);
+ DrawLightScene(rq.Deferred);
DrawSunLightScene();
/*
@@ -415,7 +424,9 @@ void Renderer::DrawWorld(RenderQueue &rq)
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
//glViewport(m_Viewport.X, m_Viewport.Y, m_Viewport.Width, m_Viewport.Height);
glViewport(0, 0, m_Width, m_Height);
- glScissor(0, 0, m_Width, m_Height);
+ //glScissor(0, 0, m_Width, m_Height);
+ glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
+
glClear(GL_DEPTH_BUFFER_BIT);
m_FinalPassProgram.Bind();
@@ -433,6 +444,126 @@ void Renderer::DrawWorld(RenderQueue &rq)
glBindVertexArray(m_ScreenQuad);
glEnableVertexAttribArray(0);
glDrawArrays(GL_TRIANGLES, 0, 6);
+
+ /*
+ Transparency
+ */
+ ForwardRendering(rq.Forward);
+}
+
+void Renderer::ForwardRendering(RenderQueue &rq)
+{
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_fbBasePass);
+
+ glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
+ glScissor(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
+
+ // Clear G-buffer
+ GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
+ glDrawBuffers(4, attachments);
+ glClearColor(0.f, 0.f, 0.f, 0.f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+
+ glm::mat4 cameraProjection = m_Camera->ProjectionMatrix((float)m_Viewport.Width / m_Viewport.Height);
+ glm::mat4 cameraMatrix = cameraProjection * m_Camera->ViewMatrix();
+ glm::mat4 MVP;
+
+ m_ForwardRendering.Bind();
+ GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
+ for (auto &job : rq)
+ {
+ auto modelJob = std::dynamic_pointer_cast(job);
+ if (modelJob)
+ {
+ glm::mat4 modelMatrix = modelJob->ModelMatrix;
+ MVP = cameraMatrix * modelMatrix;
+
+ glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
+ glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
+ glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
+ glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
+
+ glBindVertexArray(modelJob->VAO);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
+ if (modelJob->NormalTexture != 0)
+ {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
+ }
+ if (modelJob->SpecularTexture)
+ {
+ glActiveTexture(GL_TEXTURE3);
+ glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
+ }
+ glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
+
+ continue;
+ }
+ }
+ //glDepthMask (GL_TRUE);
+ //glDisable (GL_BLEND);
+
+ /*
+ Final pass
+ */
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ glViewport(0, 0, m_Width, m_Height);
+ glScissor(0, 0, m_Width, m_Height);
+
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ m_FinalForwardPassProgram.Bind();
+ //ShaderProgramHandle = m_FinalForwardPassProgram.GetHandle();
+
+ // Ambient light
+ //glUniform3fv(glGetUniformLocation(ShaderProgramHandle, "La"), 1, glm::value_ptr(glm::vec3(0.7f)));
+ //glUniform1f(glGetUniformLocation(ShaderProgramHandle, "Gamma"), Gamma);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, m_fDiffuseTexture);
+
+ glCullFace(GL_BACK);
+ glBindVertexArray(m_ScreenQuad);
+ glEnableVertexAttribArray(0);
+ glDrawArrays(GL_TRIANGLES, 0, 6);
+
+
+
+ //for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
+ //{
+ // Model* model;
+ // glm::mat4 modelMatrix;
+ // bool visible;
+ // std::tie(model, modelMatrix, visible, std::ignore) = tuple;
+ // if (!visible)
+ // continue;
+
+ // MVP = cameraMatrix * modelMatrix;
+ // glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
+ // glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
+ // glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
+ // glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
+
+ // glBindVertexArray(model->VAO);
+ // for (auto texGroup : model->TextureGroups)
+ // {
+ // glActiveTexture(GL_TEXTURE0);
+ // glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
+ // glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
+ // }
+ //}
}
void Renderer::Swap()
@@ -855,9 +986,6 @@ void Renderer::FrameBufferTextures()
LOG_ERROR("DeferredLighting:Init: m_fbLightingPass incomplete: 0x%x\n", fbStatus);
//exit(1);
}
-
-
-
}
void Renderer::DrawFBO()
@@ -943,9 +1071,8 @@ void Renderer::DrawFBO()
//}
}
-void Renderer::DrawFBO2()
+void Renderer::DrawFBO2(RenderQueue &rq)
{
- ForwardRendering();
}
void Renderer::DrawFBOScene(RenderQueue &rq)
@@ -1137,7 +1264,7 @@ void Renderer::DrawSunLightScene()
glCullFace(GL_BACK);
glEnable(GL_BLEND);
- glBlendEquation (GL_FUNC_ADD);
+ glBlendEquation(GL_FUNC_ADD);
glBlendFunc(GL_ONE,GL_ONE);
glDisable (GL_DEPTH_TEST);
@@ -1216,49 +1343,6 @@ void Renderer::UpdateSunProjection()
//Pass the bounding box's extents to glOrtho or similar to set up the orthographic projection matrix for the shadow map.
}
-void Renderer::ForwardRendering()
-{
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glViewport(0, 0, m_Width, m_Height);
-
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
-
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_CULL_FACE);
- glCullFace(GL_BACK);
-
- glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
- glm::mat4 MVP;
-
- m_ForwardRendering.Bind();
- GLuint ShaderProgramHandle = m_ForwardRendering.GetHandle();
-
- for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
- {
- Model* model;
- glm::mat4 modelMatrix;
- bool visible;
- std::tie(model, modelMatrix, visible, std::ignore) = tuple;
- if (!visible)
- continue;
-
- MVP = cameraMatrix * modelMatrix;
- glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
- glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
- glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
- glUniformMatrix4fv(glGetUniformLocation(ShaderProgramHandle, "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
-
- glBindVertexArray(model->VAO);
- for (auto texGroup : model->TextureGroups)
- {
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
- glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
- }
- }
-}
-
void Renderer::RegisterCamera(int identifier, float FOV, float nearClip, float farClip)
{
m_Cameras[identifier] = std::make_shared(FOV, nearClip, farClip);
diff --git a/src/Renderer.h b/src/Renderer.h
index fe51f00..445601f 100755
--- a/src/Renderer.h
+++ b/src/Renderer.h
@@ -53,8 +53,8 @@ public:
m_Camera = camera;
}
- void DrawFrame(RenderQueue &rq);
- void DrawWorld(RenderQueue &rq);
+ void DrawFrame(RenderQueuePair &rq);
+ void DrawWorld(RenderQueuePair &rq);
void Swap();
#pragma endregion
@@ -174,6 +174,7 @@ private:
ShaderProgram m_SunPassProgram;
ShaderProgram m_ForwardRendering;
ShaderProgram m_BlendMapProgram;
+ ShaderProgram m_FinalForwardPassProgram;
ShaderProgram m_ShaderProgramNormals;
ShaderProgram m_ShaderProgramShadows;
@@ -190,7 +191,7 @@ private:
void CreateShadowMap(int resolution);
void FrameBufferTextures();
void DrawFBO();
- void DrawFBO2();
+ void DrawFBO2(RenderQueue &rq);
void DrawFBOScene(RenderQueue &rq);
void DrawLightScene(RenderQueue &rq);
void DrawSunLightScene();
@@ -198,7 +199,7 @@ private:
glm::mat4 CreateLightMatrix(Light &_light);
void UpdateSunProjection();
void CreateNormalMapTangent();
- void ForwardRendering();
+ void ForwardRendering(RenderQueue &rq);
GLuint CreateQuad();
diff --git a/src/Shaders/FinalForwardPass.frag.glsl b/src/Shaders/FinalForwardPass.frag.glsl
new file mode 100644
index 0000000..022efde
--- /dev/null
+++ b/src/Shaders/FinalForwardPass.frag.glsl
@@ -0,0 +1,25 @@
+#version 430
+
+//uniform vec3 La;
+
+layout (binding=0) uniform sampler2D DiffuseTexture;
+
+in VertexData
+{
+ vec3 Position;
+ vec2 TextureCoord;
+} Input;
+
+out vec4 FragmentColor;
+
+void main()
+{
+ vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
+ //vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
+
+ //FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
+ //FragmentColor = DiffuseTexel;
+
+ FragmentColor = DiffuseTexel;
+ //FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
+}
\ No newline at end of file
diff --git a/src/Shaders/FinalForwardPass.vert.glsl b/src/Shaders/FinalForwardPass.vert.glsl
new file mode 100644
index 0000000..05deece
--- /dev/null
+++ b/src/Shaders/FinalForwardPass.vert.glsl
@@ -0,0 +1,16 @@
+#version 430
+
+layout(location = 0) in vec3 Position;
+
+out VertexData
+{
+ vec3 Position;
+ vec2 TextureCoord;
+} Output;
+
+void main()
+{
+ gl_Position = vec4(Position, 1.0);
+ Output.Position = Position;
+ Output.TextureCoord = (vec2(Position) + 1) / 2;
+}
\ No newline at end of file
diff --git a/src/Shaders/FinalPass.frag.glsl b/src/Shaders/FinalPass.frag.glsl
index 26073a2..5a4faf0 100644
--- a/src/Shaders/FinalPass.frag.glsl
+++ b/src/Shaders/FinalPass.frag.glsl
@@ -5,7 +5,6 @@ uniform float Gamma;
layout (binding=0) uniform sampler2D DiffuseTexture;
layout (binding=1) uniform sampler2D LightingTexture;
-layout (binding=2) uniform sampler2D ShadowTexture;
in VertexData
{
@@ -19,12 +18,10 @@ void main()
{
vec4 DiffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord);
- vec4 ShadowTexel = texture(ShadowTexture, Input.TextureCoord);
//FragmentColor = LightingTexel + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = DiffuseTexel;
FragmentColor = DiffuseTexel * (vec4(La, 0.0) + vec4(LightingTexel.rgb, 0.0)) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0);
//FragmentColor = vec4(pow(_FragmentColor.rgb, vec3(1.0 / Gamma)), _FragmentColor.a);
-
}
\ No newline at end of file
diff --git a/src/Shaders/ForwardRendering.frag.glsl b/src/Shaders/ForwardRendering.frag.glsl
index b76f3aa..8a56b40 100644
--- a/src/Shaders/ForwardRendering.frag.glsl
+++ b/src/Shaders/ForwardRendering.frag.glsl
@@ -10,11 +10,11 @@ in VertexData {
vec2 TextureCoord;
} Input;
-out vec4 fragmentColor;
+out vec4 frag_Diffuse;
void main() {
// Texture
vec4 texel = texture(texture0, Input.TextureCoord);
- fragmentColor = texel * Color;
+ frag_Diffuse = texel;
}
\ No newline at end of file
diff --git a/vs11/Returngeance/Returngeance.vcxproj b/vs11/Returngeance/Returngeance.vcxproj
index 3ddaaff..c195934 100755
--- a/vs11/Returngeance/Returngeance.vcxproj
+++ b/vs11/Returngeance/Returngeance.vcxproj
@@ -238,6 +238,8 @@
+
+
diff --git a/vs11/Returngeance/Returngeance.vcxproj.filters b/vs11/Returngeance/Returngeance.vcxproj.filters
index f3893ce..23799af 100755
--- a/vs11/Returngeance/Returngeance.vcxproj.filters
+++ b/vs11/Returngeance/Returngeance.vcxproj.filters
@@ -549,5 +549,11 @@
Shaders
+
+ Shaders
+
+
+ Shaders
+
\ No newline at end of file