[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [54989] branches/ge_harmony/source: Moving the sampler uniforms out of the light struct to match GLSL specification .
Daniel Stokes
kupomail at gmail.com
Sun Mar 3 07:00:03 CET 2013
Revision: 54989
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=54989
Author: kupoman
Date: 2013-03-03 06:00:01 +0000 (Sun, 03 Mar 2013)
Log Message:
-----------
Moving the sampler uniforms out of the light struct to match GLSL specification.
Modified Paths:
--------------
branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_light_frag.glsl
branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
Modified: branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_light_frag.glsl
===================================================================
--- branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_light_frag.glsl 2013-03-03 05:43:47 UTC (rev 54988)
+++ branches/ge_harmony/source/blender/gpu/shaders/gpu_shader_light_frag.glsl 2013-03-03 06:00:01 UTC (rev 54989)
@@ -45,8 +45,6 @@
float spotblend;
int shadowtype;
- sampler2DShadow shadowbuffer;
- sampler2D shadowbuffercol;
float shadowbias;
float shadowbleed;
mat4 shadowpersmat;
@@ -56,6 +54,8 @@
varying vec3 varposition;
uniform Light bgl_Light;
+uniform sampler2DShadow bgl_ShadowBuffer;
+uniform sampler2D bgl_ShadowBufferCol;
uniform sampler2D bgl_PrepassTarget0;
uniform sampler2D bgl_PrepassTarget1;
@@ -190,11 +190,11 @@
if (bgl_Light.shadowtype != SHADOW_NONE) {
float shadfac = 1.0;
if (bgl_Light.shadowtype == SHADOW_SIMPLE) {
- test_shadowbuf(V, bgl_Light.shadowbuffer, bgl_Light.shadowpersmat, bgl_Light.shadowbias,
+ test_shadowbuf(V, bgl_ShadowBuffer, bgl_Light.shadowpersmat, bgl_Light.shadowbias,
diff_term, shadfac);
}
else if (bgl_Light.shadowtype == SHADOW_VARIANCE) {
- test_shadowbuf_vsm(V, bgl_Light.shadowbuffercol, bgl_Light.shadowpersmat, bgl_Light.shadowbias,
+ test_shadowbuf_vsm(V, bgl_ShadowBufferCol, bgl_Light.shadowpersmat, bgl_Light.shadowbias,
bgl_Light.shadowbleed, diff_term, shadfac);
}
Modified: branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp
===================================================================
--- branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp 2013-03-03 05:43:47 UTC (rev 54988)
+++ branches/ge_harmony/source/gameengine/Rasterizer/RAS_OpenGLRasterizer/RAS_OpenGLRasterizer.cpp 2013-03-03 06:00:01 UTC (rev 54989)
@@ -1542,10 +1542,10 @@
glActiveTexture(GL_TEXTURE5);
glBindTexture(GL_TEXTURE_2D, light->m_shadowbuffer);
if (light->m_shadowtype == LA_SHADMAP_VARIANCE) {
- bind = GPU_shader_get_uniform(m_light_shader, "bgl_Light.shadowbuffercol");
+ bind = GPU_shader_get_uniform(m_light_shader, "bgl_ShadowBufferCol");
}
else {
- bind = GPU_shader_get_uniform(m_light_shader, "bgl_Light.shadowbuffer");
+ bind = GPU_shader_get_uniform(m_light_shader, "bgl_ShadowBuffer");
}
glUniform1iARB(bind, 5);
@@ -1575,7 +1575,7 @@
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, m_sphere_vertices);
- glDrawElements(GL_TRIANGLES, m_sphere_size, GL_UNSIGNED_SHORT, m_sphere_indices);
+ glDrawElements(GL_TRIANGLES, 2, GL_UNSIGNED_SHORT, m_sphere_indices);
glPopMatrix();
}
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