Add missing glsl file and remove generated .h files

This commit is contained in:
Juan Linietsky 2016-11-29 21:08:02 -03:00 committed by Rémi Verschelde
parent a47c78aed1
commit 1652f876fd
5 changed files with 57 additions and 359 deletions

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[vertex]
layout(location=0) in highp vec4 vertex_attrib;
layout(location=4) in vec2 uv_in;
out vec2 uv_interp;
void main() {
uv_interp = uv_in;
gl_Position = vertex_attrib;
}
[fragment]
in vec2 uv_interp;
uniform sampler2D source_color; //texunit:0
uniform float lod;
uniform vec2 pixel_size;
layout(location = 0) out vec4 frag_color;
void main() {
#ifdef GAUSSIAN_HORIZONTAL
vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.38774;
color+=textureLod( source_color, uv_interp+vec2( 1.0, 0.0)*pixel_size,lod )*0.24477;
color+=textureLod( source_color, uv_interp+vec2( 2.0, 0.0)*pixel_size,lod )*0.06136;
color+=textureLod( source_color, uv_interp+vec2(-1.0, 0.0)*pixel_size,lod )*0.24477;
color+=textureLod( source_color, uv_interp+vec2(-2.0, 0.0)*pixel_size,lod )*0.06136;
frag_color = color;
#endif
#ifdef GAUSSIAN_VERTICAL
vec4 color =textureLod( source_color, uv_interp+vec2( 0.0, 0.0)*pixel_size,lod )*0.38774;
color+=textureLod( source_color, uv_interp+vec2( 0.0, 1.0)*pixel_size,lod )*0.24477;
color+=textureLod( source_color, uv_interp+vec2( 0.0, 2.0)*pixel_size,lod )*0.06136;
color+=textureLod( source_color, uv_interp+vec2( 0.0,-1.0)*pixel_size,lod )*0.24477;
color+=textureLod( source_color, uv_interp+vec2( 0.0,-2.0)*pixel_size,lod )*0.06136;
frag_color = color;
#endif
#ifdef SIMPLE_COPY
vec4 color =textureLod( source_color, uv_interp,0.0);
frag_color = color;
#endif
}

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/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
#ifndef RESOLVE_GLSL_HGLES3_120
#define RESOLVE_GLSL_HGLES3_120
#include "drivers/gles3/shader_gles3.h"
class ResolveShaderGLES3 : public ShaderGLES3 {
virtual String get_shader_name() const { return "ResolveShaderGLES3"; }
public:
enum Conditionals {
USE_SSR,
};
enum Uniforms {
STUFF,
};
_FORCE_INLINE_ int get_uniform(Uniforms p_uniform) const { return _get_uniform(p_uniform); }
_FORCE_INLINE_ void set_conditional(Conditionals p_conditional,bool p_enable) { _set_conditional(p_conditional,p_enable); }
#define _FU if (get_uniform(p_uniform)<0) return; ERR_FAIL_COND( get_active()!=this );
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, double p_value) { _FU glUniform1f(get_uniform(p_uniform),p_value); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int8_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int16_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, uint32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, int32_t p_value) { _FU glUniform1i(get_uniform(p_uniform),p_value); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Color& p_color) { _FU GLfloat col[4]={p_color.r,p_color.g,p_color.b,p_color.a}; glUniform4fv(get_uniform(p_uniform),1,col); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector2& p_vec2) { _FU GLfloat vec2[2]={p_vec2.x,p_vec2.y}; glUniform2fv(get_uniform(p_uniform),1,vec2); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Vector3& p_vec3) { _FU GLfloat vec3[3]={p_vec3.x,p_vec3.y,p_vec3.z}; glUniform3fv(get_uniform(p_uniform),1,vec3); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b) { _FU glUniform2f(get_uniform(p_uniform),p_a,p_b); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c) { _FU glUniform3f(get_uniform(p_uniform),p_a,p_b,p_c); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, float p_a, float p_b, float p_c, float p_d) { _FU glUniform4f(get_uniform(p_uniform),p_a,p_b,p_c,p_d); }
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Transform& p_transform) { _FU
const Transform &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.basis.elements[0][0],
tr.basis.elements[1][0],
tr.basis.elements[2][0],
0,
tr.basis.elements[0][1],
tr.basis.elements[1][1],
tr.basis.elements[2][1],
0,
tr.basis.elements[0][2],
tr.basis.elements[1][2],
tr.basis.elements[2][2],
0,
tr.origin.x,
tr.origin.y,
tr.origin.z,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const Matrix32& p_transform) { _FU
const Matrix32 &tr = p_transform;
GLfloat matrix[16]={ /* build a 16x16 matrix */
tr.elements[0][0],
tr.elements[0][1],
0,
0,
tr.elements[1][0],
tr.elements[1][1],
0,
0,
0,
0,
1,
0,
tr.elements[2][0],
tr.elements[2][1],
0,
1
};
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
}
_FORCE_INLINE_ void set_uniform(Uniforms p_uniform, const CameraMatrix& p_matrix) { _FU
GLfloat matrix[16];
for (int i=0;i<4;i++) {
for (int j=0;j<4;j++) {
matrix[i*4+j]=p_matrix.matrix[i][j];
}
}
glUniformMatrix4fv(get_uniform(p_uniform),1,false,matrix);
};
#undef _FU
virtual void init() {
static const Enum *_enums=NULL;
static const EnumValue *_enum_values=NULL;
static const char* _conditional_strings[]={
"#define USE_SSR\n",
};
static const char* _uniform_strings[]={
"stuff",
};
static AttributePair *_attribute_pairs=NULL;
static const Feedback* _feedbacks=NULL;
static TexUnitPair _texunit_pairs[]={
{"source_diffuse",0},
{"source_specular",1},
{"source_ssr_ssao",2},
};
static UBOPair *_ubo_pairs=NULL;
static const char _vertex_code[]={
10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,61,48,41,32,105,110,32,104,105,103,104,112,32,118,101,99,52,32,118,101,114,116,101,120,95,97,116,116,114,105,98,59,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,61,52,41,32,105,110,32,118,101,99,50,32,117,118,95,105,110,59,10,10,111,117,116,32,118,101,99,50,32,117,118,95,105,110,116,101,114,112,59,10,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,10,9,117,118,95,105,110,116,101,114,112,32,61,32,117,118,95,105,110,59,10,9,103,108,95,80,111,115,105,116,105,111,110,32,61,32,118,101,114,116,101,120,95,97,116,116,114,105,98,59,10,125,10,10, 0};
static const int _vertex_code_start=1;
static const char _fragment_code[]={
10,10,105,110,32,118,101,99,50,32,117,118,95,105,110,116,101,114,112,59,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,115,111,117,114,99,101,95,100,105,102,102,117,115,101,59,32,47,47,116,101,120,117,110,105,116,58,48,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,115,111,117,114,99,101,95,115,112,101,99,117,108,97,114,59,32,47,47,116,101,120,117,110,105,116,58,49,10,10,10,117,110,105,102,111,114,109,32,115,97,109,112,108,101,114,50,68,32,115,111,117,114,99,101,95,115,115,114,95,115,115,97,111,59,32,47,47,116,101,120,117,110,105,116,58,50,10,10,117,110,105,102,111,114,109,32,102,108,111,97,116,32,115,116,117,102,102,59,10,10,105,110,32,118,101,99,50,32,117,118,50,95,105,110,116,101,114,112,59,10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,32,61,32,48,41,32,111,117,116,32,118,101,99,52,32,102,114,97,103,95,99,111,108,111,114,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,10,9,118,101,99,52,32,100,105,102,102,117,115,101,32,61,32,116,101,120,116,117,114,101,40,32,115,111,117,114,99,101,95,100,105,102,102,117,115,101,44,32,32,117,118,95,105,110,116,101,114,112,32,41,59,10,9,118,101,99,52,32,115,112,101,99,117,108,97,114,32,61,32,116,101,120,116,117,114,101,40,32,115,111,117,114,99,101,95,115,112,101,99,117,108,97,114,44,32,32,117,118,95,105,110,116,101,114,112,32,41,59,10,10,35,105,102,100,101,102,32,85,83,69,95,83,83,82,10,10,9,118,101,99,52,32,115,115,114,32,61,32,116,101,120,116,117,114,101,76,111,100,40,115,111,117,114,99,101,95,115,115,114,95,115,115,97,111,44,117,118,95,105,110,116,101,114,112,44,48,46,48,41,59,10,9,115,112,101,99,117,108,97,114,46,114,103,98,32,61,32,109,105,120,40,115,112,101,99,117,108,97,114,46,114,103,98,44,115,115,114,46,114,103,98,42,115,112,101,99,117,108,97,114,46,97,44,115,115,114,46,97,41,59,10,35,101,110,100,105,102,10,10,9,102,114,97,103,95,99,111,108,111,114,32,61,32,118,101,99,52,40,100,105,102,102,117,115,101,46,114,103,98,44,49,46,48,41,43,118,101,99,52,40,115,112,101,99,117,108,97,114,46,114,103,98,44,49,46,48,41,59,10,125,10,10, 0};
static const int _fragment_code_start=16;
setup(_conditional_strings,1,_uniform_strings,1,_attribute_pairs,0, _texunit_pairs,3,_ubo_pairs,0,_feedbacks,0,_vertex_code,_fragment_code,_vertex_code_start,_fragment_code_start);
};
};
#endif

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#include "shadow_atlas_gles3.h"

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#ifndef SHADOW_ATLAS_GLES3_H
#define SHADOW_ATLAS_GLES3_H
#include "rasterizer_storage_gles3.h"
#endif // SHADOW_ATLAS_GLES3_H