Make all GLSL shaders use the same set of uniforms.

This commit is contained in:
SmileTheory 2013-03-20 22:53:30 -07:00
parent 9bfff1363e
commit 8b23985358
7 changed files with 399 additions and 592 deletions

View file

@ -53,6 +53,88 @@ extern const char *fallbackShader_texturecolor_fp;
extern const char *fallbackShader_tonemap_vp;
extern const char *fallbackShader_tonemap_fp;
typedef struct uniformInfo_s
{
char *name;
int type;
}
uniformInfo_t;
// These must be in the same order as in uniform_t in tr_local.h.
static uniformInfo_t uniformsInfo[] =
{
{ "u_DiffuseMap", GLSL_INT },
{ "u_LightMap", GLSL_INT },
{ "u_NormalMap", GLSL_INT },
{ "u_DeluxeMap", GLSL_INT },
{ "u_SpecularMap", GLSL_INT },
{ "u_TextureMap", GLSL_INT },
{ "u_LevelsMap", GLSL_INT },
{ "u_ScreenImageMap", GLSL_INT },
{ "u_ScreenDepthMap", GLSL_INT },
{ "u_ShadowMap", GLSL_INT },
{ "u_ShadowMap2", GLSL_INT },
{ "u_ShadowMap3", GLSL_INT },
{ "u_ShadowMvp", GLSL_MAT16 },
{ "u_ShadowMvp2", GLSL_MAT16 },
{ "u_ShadowMvp3", GLSL_MAT16 },
{ "u_DiffuseTexMatrix", GLSL_VEC4 },
{ "u_DiffuseTexOffTurb", GLSL_VEC4 },
{ "u_Texture1Env", GLSL_INT },
{ "u_TCGen0", GLSL_INT },
{ "u_TCGen0Vector0", GLSL_VEC3 },
{ "u_TCGen0Vector1", GLSL_VEC3 },
{ "u_DeformGen", GLSL_INT },
{ "u_DeformParams", GLSL_FLOAT5 },
{ "u_ColorGen", GLSL_INT },
{ "u_AlphaGen", GLSL_INT },
{ "u_Color", GLSL_VEC4 },
{ "u_BaseColor", GLSL_VEC4 },
{ "u_VertColor", GLSL_VEC4 },
{ "u_DlightInfo", GLSL_VEC4 },
{ "u_LightForward", GLSL_VEC3 },
{ "u_LightUp", GLSL_VEC3 },
{ "u_LightRight", GLSL_VEC3 },
{ "u_LightOrigin", GLSL_VEC4 },
{ "u_LightRadius", GLSL_FLOAT },
{ "u_AmbientLight", GLSL_VEC3 },
{ "u_DirectedLight", GLSL_VEC3 },
{ "u_PortalRange", GLSL_FLOAT },
{ "u_FogDistance", GLSL_VEC4 },
{ "u_FogDepth", GLSL_VEC4 },
{ "u_FogEyeT", GLSL_FLOAT },
{ "u_FogColorMask", GLSL_VEC4 },
{ "u_ModelMatrix", GLSL_MAT16 },
{ "u_ModelViewProjectionMatrix", GLSL_MAT16 },
{ "u_Time", GLSL_FLOAT },
{ "u_VertexLerp" , GLSL_FLOAT },
{ "u_MaterialInfo", GLSL_VEC2 },
{ "u_ViewInfo", GLSL_VEC4 },
{ "u_ViewOrigin", GLSL_VEC3 },
{ "u_ViewForward", GLSL_VEC3 },
{ "u_ViewLeft", GLSL_VEC3 },
{ "u_ViewUp", GLSL_VEC3 },
{ "u_InvTexRes", GLSL_VEC2 },
{ "u_AutoExposureMinMax", GLSL_VEC2 },
{ "u_ToneMinAvgMaxLinear", GLSL_VEC3 }
};
static void GLSL_PrintInfoLog(GLhandleARB object, qboolean developerOnly)
{
char *msg;
@ -387,7 +469,7 @@ static void GLSL_ShowProgramUniforms(GLhandleARB program)
qglUseProgramObjectARB(0);
}
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode, int numUniforms)
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode)
{
ri.Printf(PRINT_DEVELOPER, "------- GPU shader -------\n");
@ -469,33 +551,12 @@ static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int
GLSL_LinkProgram(program->program);
program->numUniforms = numUniforms;
{
int i, size;
size = sizeof(*program->uniforms) * numUniforms;
program->uniforms = ri.Malloc(size);
for (i = 0; i < numUniforms; i++)
{
program->uniforms[i] = -1;
}
size = sizeof(*program->uniformTypes) * numUniforms;
program->uniformTypes = ri.Malloc(size);
memset(program->uniformTypes, 0, size);
size = sizeof(*program->uniformBufferOffsets) * numUniforms;
program->uniformBufferOffsets = ri.Malloc(size);
memset(program->uniformBufferOffsets, 0, size);
}
return 1;
}
static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
int attribs, qboolean fragmentShader, const GLcharARB *extra, qboolean addHeader,
const char *fallback_vp, const char *fallback_fp, int numUniforms)
const char *fallback_vp, const char *fallback_fp)
{
char vpCode[32000];
char fpCode[32000];
@ -540,65 +601,56 @@ static int GLSL_InitGPUShader(shaderProgram_t * program, const char *name,
}
}
result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL, numUniforms);
result = GLSL_InitGPUShader2(program, name, attribs, vpCode, fragmentShader ? fpCode : NULL);
return result;
}
// intentionally deceiving the user here, not actually setting the names but getting their indexes.
void GLSL_AddUniform(shaderProgram_t *program, int uniformNum, const char *name, int type)
void GLSL_InitUniforms(shaderProgram_t *program)
{
int i, size;
GLint *uniforms = program->uniforms;
uniforms[uniformNum] = qglGetUniformLocationARB(program->program, name);
program->uniformTypes[uniformNum] = type;
}
void GLSL_EndUniforms(shaderProgram_t *program)
{
if (program->numUniforms)
size = 0;
for (i = 0; i < UNIFORM_COUNT; i++)
{
int i, size;
uniforms[i] = qglGetUniformLocationARB(program->program, uniformsInfo[i].name);
if (uniforms[i] == -1)
continue;
size = 0;
for (i = 0; i < program->numUniforms; i++)
program->uniformBufferOffsets[i] = size;
switch(uniformsInfo[i].type)
{
if (program->uniforms[i] != -1)
{
program->uniformBufferOffsets[i] = size;
switch(program->uniformTypes[i])
{
case GLSL_INT:
size += sizeof(GLint);
break;
case GLSL_FLOAT:
size += sizeof(GLfloat);
break;
case GLSL_FLOAT5:
size += sizeof(vec_t) * 5;
break;
case GLSL_VEC2:
size += sizeof(vec_t) * 2;
break;
case GLSL_VEC3:
size += sizeof(vec_t) * 3;
break;
case GLSL_VEC4:
size += sizeof(vec_t) * 4;
break;
case GLSL_MAT16:
size += sizeof(vec_t) * 16;
break;
default:
break;
}
}
case GLSL_INT:
size += sizeof(GLint);
break;
case GLSL_FLOAT:
size += sizeof(GLfloat);
break;
case GLSL_FLOAT5:
size += sizeof(vec_t) * 5;
break;
case GLSL_VEC2:
size += sizeof(vec_t) * 2;
break;
case GLSL_VEC3:
size += sizeof(vec_t) * 3;
break;
case GLSL_VEC4:
size += sizeof(vec_t) * 4;
break;
case GLSL_MAT16:
size += sizeof(vec_t) * 16;
break;
default:
break;
}
program->uniformBuffer = ri.Malloc(size);
}
program->uniformBuffer = ri.Malloc(size);
}
void GLSL_FinishGPUShader(shaderProgram_t *program)
@ -616,7 +668,7 @@ void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_INT)
if (uniformsInfo[uniformNum].type != GLSL_INT)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformInt: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
@ -640,7 +692,7 @@ void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat valu
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_FLOAT)
if (uniformsInfo[uniformNum].type != GLSL_FLOAT)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
@ -664,7 +716,7 @@ void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_VEC2)
if (uniformsInfo[uniformNum].type != GLSL_VEC2)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec2: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
@ -689,7 +741,7 @@ void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_VEC3)
if (uniformsInfo[uniformNum].type != GLSL_VEC3)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec3: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
@ -713,7 +765,7 @@ void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_VEC4)
if (uniformsInfo[uniformNum].type != GLSL_VEC4)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformVec4: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
@ -737,7 +789,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_FLOAT5)
if (uniformsInfo[uniformNum].type != GLSL_FLOAT5)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformFloat5: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
@ -761,7 +813,7 @@ void GLSL_SetUniformMatrix16(shaderProgram_t *program, int uniformNum, const mat
if (uniforms[uniformNum] == -1)
return;
if (program->uniformTypes[uniformNum] != GLSL_MAT16)
if (uniformsInfo[uniformNum].type != GLSL_MAT16)
{
ri.Printf( PRINT_WARNING, "GLSL_SetUniformMatrix16: wrong type for uniform %i in program %s\n", uniformNum, program->name);
return;
@ -795,26 +847,11 @@ void GLSL_DeleteGPUShader(shaderProgram_t *program)
qglDeleteObjectARB(program->program);
if (program->uniforms)
{
ri.Free(program->uniforms);
}
if (program->uniformTypes)
{
ri.Free(program->uniformTypes);
}
if (program->uniformBuffer)
{
ri.Free(program->uniformBuffer);
}
if (program->uniformBufferOffsets)
{
ri.Free(program->uniformBufferOffsets);
}
Com_Memset(program, 0, sizeof(*program));
}
}
@ -865,70 +902,16 @@ void GLSL_InitGPUShaders(void)
if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp, GENERIC_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
{
ri.Error(ERR_FATAL, "Could not load generic shader!");
}
// There's actually no need to filter these out, since they'll
// redirect to -1 if nonexistent, but it's more understandable this way.
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
if (i & GENERICDEF_USE_RGBAGEN)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_COLORGEN, "u_ColorGen", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_ALPHAGEN, "u_AlphaGen", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_PORTALRANGE, "u_PortalRange", GLSL_FLOAT);
}
if (i & GENERICDEF_USE_TCGEN_AND_TCMOD)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR0, "u_TCGen0Vector0", GLSL_VEC3);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TCGEN0VECTOR1, "u_TCGen0Vector1", GLSL_VEC3);
}
if (i & GENERICDEF_USE_FOG)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGCOLORMASK, "u_FogColorMask", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT);
}
if (i & GENERICDEF_USE_DEFORM_VERTEXES)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
}
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB,"u_DiffuseTexOffTurb",GLSL_VEC4);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_TEXTURE1ENV, "u_Texture1Env", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT);
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT);
if (i & GENERICDEF_USE_VERTEX_ANIMATION)
{
GLSL_AddUniform(&tr.genericShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
}
GLSL_EndUniforms(&tr.genericShader[i]);
GLSL_InitUniforms(&tr.genericShader[i]);
qglUseProgramObjectARB(tr.genericShader[i].program);
GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.genericShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.genericShader[i]);
@ -939,19 +922,15 @@ void GLSL_InitGPUShaders(void)
attribs = ATTR_POSITION | ATTR_TEXCOORD;
if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp, TEXTURECOLOR_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.textureColorShader, "texturecolor", attribs, qtrue, NULL, qfalse, fallbackShader_texturecolor_vp, fallbackShader_texturecolor_fp))
{
ri.Error(ERR_FATAL, "Could not load texturecolor shader!");
}
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_DiffuseMap", GLSL_INT);
GLSL_EndUniforms(&tr.textureColorShader);
GLSL_InitUniforms(&tr.textureColorShader);
qglUseProgramObjectARB(tr.textureColorShader.program);
GLSL_SetUniformInt(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.textureColorShader);
@ -969,22 +948,12 @@ void GLSL_InitGPUShaders(void)
if (i & FOGDEF_USE_VERTEX_ANIMATION)
Q_strcat(extradefines, 1024, "#define USE_VERTEX_ANIMATION\n");
if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp, FOGPASS_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.fogShader[i], "fogpass", attribs, qtrue, extradefines, qtrue, fallbackShader_fogpass_vp, fallbackShader_fogpass_fp))
{
ri.Error(ERR_FATAL, "Could not load fogpass shader!");
}
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDISTANCE, "u_FogDistance", GLSL_VEC4);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGDEPTH, "u_FogDepth", GLSL_VEC4);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_FOGEYET, "u_FogEyeT", GLSL_FLOAT);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.fogShader[i], FOGPASS_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
GLSL_EndUniforms(&tr.fogShader[i]);
GLSL_InitUniforms(&tr.fogShader[i]);
GLSL_FinishGPUShader(&tr.fogShader[i]);
numEtcShaders++;
@ -1001,22 +970,15 @@ void GLSL_InitGPUShaders(void)
Q_strcat(extradefines, 1024, "#define USE_DEFORM_VERTEXES\n");
}
if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp, DLIGHT_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.dlightShader[i], "dlight", attribs, qtrue, extradefines, qtrue, fallbackShader_dlight_vp, fallbackShader_dlight_fp))
{
ri.Error(ERR_FATAL, "Could not load dlight shader!");
}
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DLIGHTINFO, "u_DlightInfo", GLSL_VEC4);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.dlightShader[i], DLIGHT_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_EndUniforms(&tr.dlightShader[i]);
GLSL_InitUniforms(&tr.dlightShader[i]);
qglUseProgramObjectARB(tr.dlightShader[i].program);
GLSL_SetUniformInt(&tr.dlightShader[i], DLIGHT_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.dlightShader[i]);
@ -1164,48 +1126,20 @@ void GLSL_InitGPUShaders(void)
#endif
}
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp, GENERIC_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.lightallShader[i], "lightall", attribs, qtrue, extradefines, qtrue, fallbackShader_lightall_vp, fallbackShader_lightall_fp))
{
ri.Error(ERR_FATAL, "Could not load lightall shader!");
}
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXMATRIX, "u_DiffuseTexMatrix", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSETEXOFFTURB, "u_DiffuseTexOffTurb", GLSL_VEC4);
//GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALTEXMATRIX, "u_NormalTexMatrix", GLSL_MAT16);
//GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARTEXMATRIX, "u_SpecularTexMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_TCGEN0, "u_TCGen0", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, "u_DiffuseMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, "u_LightMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, "u_NormalMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, "u_DeluxeMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, "u_SpecularMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_AMBIENTLIGHT, "u_AmbientLight", GLSL_VEC3);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_DIRECTEDLIGHT, "u_DirectedLight", GLSL_VEC3);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_MATERIALINFO, "u_MaterialInfo", GLSL_VEC2);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_BASECOLOR, "u_BaseColor", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTCOLOR, "u_VertColor", GLSL_VEC4);
GLSL_AddUniform(&tr.lightallShader[i], GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
GLSL_EndUniforms(&tr.lightallShader[i]);
GLSL_InitUniforms(&tr.lightallShader[i]);
qglUseProgramObjectARB(tr.lightallShader[i].program);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_LIGHTMAP, TB_LIGHTMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_NORMALMAP, TB_NORMALMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_DELUXEMAP, TB_DELUXEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SPECULARMAP, TB_SPECULARMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], GENERIC_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_NORMALMAP, TB_NORMALMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DELUXEMAP, TB_DELUXEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.lightallShader[i]);
@ -1217,22 +1151,12 @@ void GLSL_InitGPUShaders(void)
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp, GENERIC_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.shadowmapShader, "shadowfill", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowfill_vp, fallbackShader_shadowfill_fp))
{
ri.Error(ERR_FATAL, "Could not load shadowfill shader!");
}
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMGEN, "u_DeformGen", GLSL_INT);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_DEFORMPARAMS, "u_DeformParams", GLSL_FLOAT5);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_TIME, "u_Time", GLSL_FLOAT);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_MODELMATRIX, "u_ModelMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_VERTEXLERP, "u_VertexLerp", GLSL_FLOAT);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
GLSL_AddUniform(&tr.shadowmapShader, GENERIC_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
GLSL_EndUniforms(&tr.shadowmapShader);
GLSL_InitUniforms(&tr.shadowmapShader);
GLSL_FinishGPUShader(&tr.shadowmapShader);
numEtcShaders++;
@ -1242,22 +1166,15 @@ void GLSL_InitGPUShaders(void)
Q_strcat(extradefines, 1024, "#define USE_PCF\n#define USE_DISCARD\n");
if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp, PSHADOW_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.pshadowShader, "pshadow", attribs, qtrue, extradefines, qtrue, fallbackShader_pshadow_vp, fallbackShader_pshadow_fp))
{
ri.Error(ERR_FATAL, "Could not load pshadow shader!");
}
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTFORWARD, "u_LightForward", GLSL_VEC3);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTUP, "u_LightUp", GLSL_VEC3);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRIGHT, "u_LightRight", GLSL_VEC3);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTORIGIN, "u_LightOrigin", GLSL_VEC4);
GLSL_AddUniform(&tr.pshadowShader, PSHADOW_UNIFORM_LIGHTRADIUS, "u_LightRadius", GLSL_FLOAT);
GLSL_EndUniforms(&tr.pshadowShader);
GLSL_InitUniforms(&tr.pshadowShader);
qglUseProgramObjectARB(tr.pshadowShader.program);
GLSL_SetUniformInt(&tr.pshadowShader, PSHADOW_UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.pshadowShader);
@ -1268,20 +1185,15 @@ void GLSL_InitGPUShaders(void)
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.down4xShader, "down4x", attribs, qtrue, extradefines, qtrue, fallbackShader_down4x_vp, fallbackShader_down4x_fp))
{
ri.Error(ERR_FATAL, "Could not load down4x shader!");
}
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
GLSL_AddUniform(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
GLSL_EndUniforms(&tr.down4xShader);
GLSL_InitUniforms(&tr.down4xShader);
qglUseProgramObjectARB(tr.down4xShader.program);
GLSL_SetUniformInt(&tr.down4xShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.down4xShader);
@ -1292,21 +1204,15 @@ void GLSL_InitGPUShaders(void)
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp, TEXTURECOLOR_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.bokehShader, "bokeh", attribs, qtrue, extradefines, qtrue, fallbackShader_bokeh_vp, fallbackShader_bokeh_fp))
{
ri.Error(ERR_FATAL, "Could not load bokeh shader!");
}
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
GLSL_EndUniforms(&tr.bokehShader);
GLSL_InitUniforms(&tr.bokehShader);
qglUseProgramObjectARB(tr.bokehShader.program);
GLSL_SetUniformInt(&tr.bokehShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.bokehShader);
@ -1317,24 +1223,16 @@ void GLSL_InitGPUShaders(void)
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp, TEXTURECOLOR_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.tonemapShader, "tonemap", attribs, qtrue, extradefines, qtrue, fallbackShader_tonemap_vp, fallbackShader_tonemap_fp))
{
ri.Error(ERR_FATAL, "Could not load tonemap shader!");
}
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, "u_AutoExposureMinMax", GLSL_VEC2);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TONEMINAVGMAXLINEAR, "u_ToneMinAvgMaxLinear", GLSL_VEC3);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
GLSL_AddUniform(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, "u_LevelsMap", GLSL_INT);
GLSL_EndUniforms(&tr.tonemapShader);
GLSL_InitUniforms(&tr.tonemapShader);
qglUseProgramObjectARB(tr.tonemapShader.program);
GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.tonemapShader, TEXTURECOLOR_UNIFORM_LEVELSMAP, TB_LEVELSMAP);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.tonemapShader);
@ -1350,21 +1248,15 @@ void GLSL_InitGPUShaders(void)
if (!i)
Q_strcat(extradefines, 1024, "#define FIRST_PASS\n");
if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp, TEXTURECOLOR_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.calclevels4xShader[i], "calclevels4x", attribs, qtrue, extradefines, qtrue, fallbackShader_calclevels4x_vp, fallbackShader_calclevels4x_fp))
{
ri.Error(ERR_FATAL, "Could not load calclevels4x shader!");
}
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, "u_ModelViewProjectionMatrix", GLSL_MAT16);
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_INVTEXRES, "u_InvTexRes", GLSL_VEC2);
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_COLOR, "u_Color", GLSL_VEC4);
GLSL_AddUniform(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, "u_TextureMap", GLSL_INT);
GLSL_EndUniforms(&tr.calclevels4xShader[i]);
GLSL_InitUniforms(&tr.calclevels4xShader[i]);
qglUseProgramObjectARB(tr.calclevels4xShader[i].program);
GLSL_SetUniformInt(&tr.calclevels4xShader[i], TEXTURECOLOR_UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);
@ -1388,32 +1280,18 @@ void GLSL_InitGPUShaders(void)
Q_strcat(extradefines, 1024, va("#define r_shadowCascadeZFar %f\n", r_shadowCascadeZFar->value));
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp, SHADOWMASK_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.shadowmaskShader, "shadowmask", attribs, qtrue, extradefines, qtrue, fallbackShader_shadowmask_vp, fallbackShader_shadowmask_fp))
{
ri.Error(ERR_FATAL, "Could not load shadowmask shader!");
}
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP, "u_ShadowMvp", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP2, "u_ShadowMvp2", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMVP3, "u_ShadowMvp3", GLSL_MAT16);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWORIGIN, "u_ViewOrigin", GLSL_VEC3);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWFORWARD,"u_ViewForward", GLSL_VEC3);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWLEFT, "u_ViewLeft", GLSL_VEC3);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_VIEWUP, "u_ViewUp", GLSL_VEC3);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, "u_ShadowMap", GLSL_INT);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, "u_ShadowMap2", GLSL_INT);
GLSL_AddUniform(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, "u_ShadowMap3", GLSL_INT);
GLSL_EndUniforms(&tr.shadowmaskShader);
GLSL_InitUniforms(&tr.shadowmaskShader);
qglUseProgramObjectARB(tr.shadowmaskShader.program);
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, SHADOWMASK_UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.shadowmaskShader);
@ -1424,19 +1302,15 @@ void GLSL_InitGPUShaders(void)
attribs = ATTR_POSITION | ATTR_TEXCOORD;
extradefines[0] = '\0';
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp, SSAO_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.ssaoShader, "ssao", attribs, qtrue, extradefines, qtrue, fallbackShader_ssao_vp, fallbackShader_ssao_fp))
{
ri.Error(ERR_FATAL, "Could not load ssao shader!");
}
GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
GLSL_AddUniform(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
GLSL_EndUniforms(&tr.ssaoShader);
GLSL_InitUniforms(&tr.ssaoShader);
qglUseProgramObjectARB(tr.ssaoShader.program);
GLSL_SetUniformInt(&tr.ssaoShader, SSAO_UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.ssaoShader);
@ -1455,21 +1329,16 @@ void GLSL_InitGPUShaders(void)
Q_strcat(extradefines, 1024, "#define USE_HORIZONTAL_BLUR\n");
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp, DEPTHBLUR_UNIFORM_COUNT))
if (!GLSL_InitGPUShader(&tr.depthBlurShader[i], "depthBlur", attribs, qtrue, extradefines, qtrue, fallbackShader_depthblur_vp, fallbackShader_depthblur_fp))
{
ri.Error(ERR_FATAL, "Could not load depthBlur shader!");
}
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_VIEWINFO, "u_ViewInfo", GLSL_VEC4);
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, "u_ScreenImageMap", GLSL_INT);
GLSL_AddUniform(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, "u_ScreenDepthMap", GLSL_INT);
GLSL_EndUniforms(&tr.depthBlurShader[i]);
GLSL_InitUniforms(&tr.depthBlurShader[i]);
qglUseProgramObjectARB(tr.depthBlurShader[i].program);
GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], DEPTHBLUR_UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);