OpenGL: fix GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR

The fragment shader expects a normal, but the vertex shader was not providing one.

Fix: added a new vertex shader that has normals + smooth color interpolation.

I also split gpu_shader_3D_vert in two:
- one with just position
- one with position + normal

For each of the builtin shaders, we should be able to look at the GLSL and tell exactly what it's doing. Using #defines and #ifdefs for rendering options makes the shaders hard to read and easy to break.
This commit is contained in:
2017-04-16 15:04:07 -04:00
parent 6a2c82332b
commit 8dcf7a46a2
5 changed files with 51 additions and 17 deletions

View File

@@ -70,8 +70,10 @@ extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_depth_linear_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_passthrough_vert_glsl[];
extern char datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl[];
@@ -661,8 +663,8 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
[GPU_SHADER_EDGES_OVERLAY] = { datatoc_gpu_shader_edges_overlay_vert_glsl,
datatoc_gpu_shader_edges_overlay_frag_glsl,
datatoc_gpu_shader_edges_overlay_geom_glsl },
[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING] = { datatoc_gpu_shader_3D_normal_vert_glsl, datatoc_gpu_shader_simple_lighting_frag_glsl },
[GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR] = { datatoc_gpu_shader_3D_normal_smooth_color_vert_glsl, datatoc_gpu_shader_simple_lighting_smooth_color_frag_glsl },
[GPU_SHADER_2D_IMAGE_MASK_UNIFORM_COLOR] = { datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_mask_uniform_color_frag_glsl },
@@ -767,7 +769,6 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
if (builtin_shaders[shader] == NULL) {
/* just a few special cases */
const char *defines = (shader == GPU_SHADER_SMOKE_COBA) ? "#define USE_COBA;\n" :
(shader == GPU_SHADER_SIMPLE_LIGHTING) ? "#define USE_NORMALS;\n" :
(shader == GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE) ? "#define UNIFORM_SCALE;\n" :
(shader == GPU_SHADER_3D_INSTANCE_SCREEN_ALIGNED_AXIS) ? "#define AXIS_NAME;\n" :
(shader == GPU_SHADER_3D_OBJECTSPACE_SIMPLE_LIGHTING_VARIYING_COLOR) ? "#define USE_INSTANCE_COLOR;\n" : NULL;