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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-26 09:35:28 +00:00

add mrt dummy output to sky shaders

This commit is contained in:
scrawl 2012-04-06 17:21:56 +02:00
parent 114e8ae2a0
commit 8316a4c2ec

View File

@ -13,6 +13,7 @@
#include "../mwworld/environment.hpp"
#include "../mwworld/world.hpp"
#include "renderconst.hpp"
#include "renderingmanager.hpp"
using namespace MWRender;
using namespace Ogre;
@ -152,14 +153,20 @@ void BillboardObject::init(const String& textureName,
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream2 <<
" out float4 oColor1 : COLOR1, \n";
outStream2 <<
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float4 diffuse, \n"
" uniform float4 emissive \n"
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" oColor = float4(emissive.xyz,1) * tex * float4(1,1,1,diffuse.a); \n"
" oColor = float4(emissive.xyz,1) * tex * float4(1,1,1,diffuse.a); \n";
if (RenderingManager::useMRT()) outStream2 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream2 <<
"}";
fshader->setSource(outStream2.str());
fshader->load();
@ -215,7 +222,10 @@ Moon::Moon( const String& textureName,
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream2 <<
" out float4 oColor1 : COLOR1, \n";
outStream2 <<
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float4 skyColour, \n"
" uniform float4 diffuse, \n"
@ -223,7 +233,10 @@ Moon::Moon( const String& textureName,
") \n"
"{ \n"
" float4 tex = tex2D(texture, uv); \n"
" oColor = float4(emissive.xyz,1) * tex; \n"
" oColor = float4(emissive.xyz,1) * tex; \n";
if (RenderingManager::useMRT()) outStream2 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream2 <<
// use a circle for the alpha (compute UV distance to center)
// looks a bit bad because its not filtered on the edges,
// but it's cheaper than a seperate alpha texture.
@ -474,7 +487,10 @@ void SkyManager::create()
outStream5 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream5 <<
" out float4 oColor1 : COLOR1, \n";
outStream5 <<
" in float fade : TEXCOORD1, \n"
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform float opacity, \n"
@ -482,7 +498,10 @@ void SkyManager::create()
" uniform float4 emissive \n"
") \n"
"{ \n"
" oColor = tex2D(texture, uv) * float4(emissive.xyz, 1) * float4(1,1,1,fade*diffuse.a); \n"
" oColor = tex2D(texture, uv) * float4(emissive.xyz, 1) * float4(1,1,1,fade*diffuse.a); \n";
if (RenderingManager::useMRT()) outStream5 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream5 <<
"}";
stars_fp->setSource(outStream5.str());
stars_fp->load();
@ -551,11 +570,17 @@ void SkyManager::create()
_outStream <<
"void main_fp( \n"
" in float4 iVertexColor : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) _outStream <<
" out float4 oColor1 : COLOR1, \n";
_outStream <<
" uniform float4 emissive \n"
") \n"
"{ \n"
" oColor = iVertexColor * emissive; \n"
" oColor = iVertexColor * emissive; \n";
if (RenderingManager::useMRT()) _outStream <<
" oColor1 = float4(1, 0, 0, 1); \n";
_outStream <<
"}";
fshader->setSource(_outStream.str());
fshader->load();
@ -607,8 +632,11 @@ void SkyManager::create()
outStream2 <<
"void main_fp( \n"
" in float2 uv : TEXCOORD0, \n"
" out float4 oColor : COLOR, \n"
" in float4 color : TEXCOORD1, \n"
" out float4 oColor : COLOR, \n";
if (RenderingManager::useMRT()) outStream2 <<
" out float4 oColor1 : COLOR1, \n";
outStream2 <<
" uniform sampler2D texture : TEXUNIT0, \n"
" uniform sampler2D secondTexture : TEXUNIT1, \n"
" uniform float transitionFactor, \n"
@ -620,7 +648,10 @@ void SkyManager::create()
"{ \n"
" uv += float2(0,1) * time * speed * 0.003; \n" // Scroll in y direction
" float4 tex = lerp(tex2D(texture, uv), tex2D(secondTexture, uv), transitionFactor); \n"
" oColor = color * float4(emissive.xyz,1) * tex * float4(1,1,1,opacity); \n"
" oColor = color * float4(emissive.xyz,1) * tex * float4(1,1,1,opacity); \n";
if (RenderingManager::useMRT()) outStream2 <<
" oColor1 = float4(1, 0, 0, 1); \n";
outStream2 <<
"}";
mCloudFragmentShader->setSource(outStream2.str());
mCloudFragmentShader->load();