Fixed rendering
Resource encoder now store unsigned char instead of signed char Former-commit-id: 648dd1d55facd40bc37075291782a54cbbc4811f
This commit is contained in:
parent
a8a0bcf005
commit
0e99205046
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@ -23,9 +23,6 @@ function encodeResources()
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headerContent = ""
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for i = 1, contentLength do
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local b = resourceContent:sub(i, i):byte()
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if (b >= 128) then
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b = b - 256
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end
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headerContent = headerContent .. string.format("%d,", b)
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end
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@ -26,7 +26,7 @@ namespace
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{
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NzShaderProgram* BuildClearProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/ClearGBuffer.frag.h>
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};
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@ -44,7 +44,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -67,7 +67,7 @@ namespace
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NzShaderProgram* BuildDirectionalLightProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/DirectionalLight.frag.h>
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};
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@ -85,7 +85,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -112,7 +112,7 @@ namespace
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NzShaderProgram* BuildPointLightProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/PointLight.frag.h>
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};
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@ -132,7 +132,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -159,7 +159,7 @@ namespace
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NzShaderProgram* BuildSpotLightProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/SpotLight.frag.h>
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};
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@ -179,7 +179,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -206,7 +206,7 @@ namespace
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NzShaderProgram* BuildBloomBrightProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomBright.frag.h>
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};
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@ -224,7 +224,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -249,7 +249,7 @@ namespace
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NzShaderProgram* BuildGaussianBlurProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/GaussianBlur.frag.h>
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};
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@ -267,7 +267,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -292,7 +292,7 @@ namespace
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NzShaderProgram* BuildBloomFinalProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/BloomFinal.frag.h>
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};
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@ -310,7 +310,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -336,7 +336,7 @@ namespace
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NzShaderProgram* BuildAAProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/FXAA.frag.h>
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};
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@ -354,7 +354,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -380,7 +380,7 @@ namespace
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NzShaderProgram* BuildSSAOProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/SSAO.frag.h>
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};
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@ -398,7 +398,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -424,7 +424,7 @@ namespace
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NzShaderProgram* BuildSSAOFinalProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/SSAOFinal.frag.h>
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};
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@ -442,7 +442,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -546,7 +546,7 @@ namespace
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NzShaderProgram* BuildBlitProgram()
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{
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const char fragmentSource[] = {
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const nzUInt8 fragmentSource[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Shaders/Blit.frag.h>
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};
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@ -564,7 +564,7 @@ namespace
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std::unique_ptr<NzShaderProgram> program(new NzShaderProgram(nzShaderLanguage_GLSL));
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program->SetPersistent(false);
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if (!program->LoadShader(nzShaderType_Fragment, NzString(fragmentSource, sizeof(fragmentSource))))
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if (!program->LoadShader(nzShaderType_Fragment, NzString(reinterpret_cast<const char*>(fragmentSource), sizeof(fragmentSource))))
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{
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NazaraError("Failed to load fragment shader");
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return nullptr;
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@ -664,7 +664,7 @@ m_texturesUpdated(false)
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m_ssaoNoiseTexture->Create(nzImageType_2D, nzPixelFormat_RG8, 4, 4);
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m_ssaoNoiseTexture->Update(&noiseData[0]);*/
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const char noiseTexture[] = {
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const nzUInt8 noiseTexture[] = {
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#include <Nazara/Graphics/Resources/DeferredShading/Textures/ssaoNoise.jpg.h>
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};
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@ -890,7 +890,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetShaderProgram(m_bloomBrightProgram);
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NzRenderer::SetTexture(0, m_workTextureA);
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NzRenderer::SetTexture(0, m_workTextureB);
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NzRenderer::DrawFullscreenQuad();
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NzRenderer::SetTarget(&m_bloomRTT);
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@ -905,7 +905,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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m_gaussianBlurProgram->SendVector(m_gaussianBlurProgramFilterLocation, NzVector2f(1.f, 0.f));
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NzRenderer::SetTexture(0, (i == 0) ? m_workTextureB : m_bloomTextureB);
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NzRenderer::SetTexture(0, (i == 0) ? m_workTextureA : m_bloomTextureB);
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NzRenderer::DrawFullscreenQuad();
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m_bloomRTT.SetColorTarget(1); // bloomTextureB
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@ -918,7 +918,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetTarget(&m_geometryRTT);
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NzRenderer::SetViewport(NzRecti(0, 0, m_GBufferSize.x, m_GBufferSize.y));
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m_geometryRTT.SetColorTarget(4); // workTextureA
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m_geometryRTT.SetColorTarget(5); // workTextureB
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NzRenderer::SetShaderProgram(m_bloomFinalProgram);
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NzRenderer::SetTexture(0, m_workTextureB);
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@ -968,7 +968,7 @@ bool NzDeferredRenderTechnique::Draw(const NzScene* scene)
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NzRenderer::SetRenderStates(states);
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NzRenderer::SetShaderProgram(m_blitProgram);
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NzRenderer::SetTexture(0, m_workTextureA);
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NzRenderer::SetTexture(0, m_workTextureB);
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NzRenderer::SetTextureSampler(0, m_pointSampler);
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NzRenderer::DrawFullscreenQuad();
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File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
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@ -214,18 +214,17 @@ NzString NzShaderProgramManager::BuildFragmentCode(const NzShaderProgramManagerP
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{
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case nzShaderTarget_FullscreenQuad:
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{
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const char coreFragmentShader[] = {
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const nzUInt8 coreFragmentShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/FullscreenQuad/core.frag.h>
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};
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const char compatibilityFragmentShader[] = {
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const nzUInt8 compatibilityFragmentShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/FullscreenQuad/compatibility.frag.h>
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};
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const char* shaderSource = (s_glsl140) ? coreFragmentShader : compatibilityFragmentShader;
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const char* shaderSource = reinterpret_cast<const char*>((s_glsl140) ? coreFragmentShader : compatibilityFragmentShader);
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unsigned int shaderSourceSize = (s_glsl140) ? sizeof(coreFragmentShader) : sizeof(compatibilityFragmentShader);
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source.Reserve(source.GetCapacity() + 34 + 24 + 21 + 26 + 1 + shaderSourceSize);
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// "discard" ne s'entend pas bien avec les early fragment tests
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@ -252,15 +251,15 @@ NzString NzShaderProgramManager::BuildFragmentCode(const NzShaderProgramManagerP
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case nzShaderTarget_Model:
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{
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const char coreFragmentShader[] = {
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const nzUInt8 coreFragmentShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/Model/core.frag.h>
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};
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const char compatibilityFragmentShader[] = {
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const nzUInt8 compatibilityFragmentShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/Model/compatibility.frag.h>
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};
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const char* shaderSource = (s_glsl140) ? coreFragmentShader : compatibilityFragmentShader;
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const char* shaderSource = reinterpret_cast<const char*>((s_glsl140) ? coreFragmentShader : compatibilityFragmentShader);
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unsigned int shaderSourceSize = (s_glsl140) ? sizeof(coreFragmentShader) : sizeof(compatibilityFragmentShader);
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source.Reserve(source.GetCapacity() + 34 + 24 + 21 + 26 + 27 + 19 + 25 + 27 + 27 + 1 + shaderSourceSize);
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@ -308,15 +307,15 @@ NzString NzShaderProgramManager::BuildFragmentCode(const NzShaderProgramManagerP
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case nzShaderTarget_None:
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{
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const char coreFragmentShader[] = {
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const nzUInt8 coreFragmentShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/None/core.frag.h>
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};
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const char compatibilityFragmentShader[] = {
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const nzUInt8 compatibilityFragmentShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/None/compatibility.frag.h>
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};
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const char* shaderSource = (s_glsl140) ? coreFragmentShader : compatibilityFragmentShader;
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const char* shaderSource = reinterpret_cast<const char*>((s_glsl140) ? coreFragmentShader : compatibilityFragmentShader);
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unsigned int shaderSourceSize = (s_glsl140) ? sizeof(coreFragmentShader) : sizeof(compatibilityFragmentShader);
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source.Reserve(source.GetCapacity() + 34 + shaderSourceSize);
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@ -330,15 +329,15 @@ NzString NzShaderProgramManager::BuildFragmentCode(const NzShaderProgramManagerP
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case nzShaderTarget_Sprite:
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{
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const char coreFragmentShader[] = {
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const nzUInt8 coreFragmentShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/Sprite/core.frag.h>
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};
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const char compatibilityFragmentShader[] = {
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const nzUInt8 compatibilityFragmentShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/Sprite/compatibility.frag.h>
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};
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const char* shaderSource = (s_glsl140) ? coreFragmentShader : compatibilityFragmentShader;
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const char* shaderSource = reinterpret_cast<const char*>((s_glsl140) ? coreFragmentShader : compatibilityFragmentShader);
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unsigned int shaderSourceSize = (s_glsl140) ? sizeof(coreFragmentShader) : sizeof(compatibilityFragmentShader);
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source.Reserve(source.GetCapacity() + 34 + 24 + 21 + 26 + 1 + shaderSourceSize);
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@ -405,15 +404,15 @@ NzString NzShaderProgramManager::BuildVertexCode(const NzShaderProgramManagerPar
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{
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case nzShaderTarget_FullscreenQuad:
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{
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const char coreVertexShader[] = {
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const nzUInt8 coreVertexShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/FullscreenQuad/core.vert.h>
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};
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const char compatibilityVertexShader[] = {
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const nzUInt8 compatibilityVertexShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/FullscreenQuad/compatibility.vert.h>
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};
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const char* shaderSource = (s_glsl140) ? coreVertexShader : compatibilityVertexShader;
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const char* shaderSource = reinterpret_cast<const char*>((s_glsl140) ? coreVertexShader : compatibilityVertexShader);
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unsigned int shaderSourceSize = (s_glsl140) ? sizeof(coreVertexShader) : sizeof(compatibilityVertexShader);
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source.Reserve(source.GetCapacity() + 24 + 21 + 26 + 1 + shaderSourceSize);
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@ -438,15 +437,15 @@ NzString NzShaderProgramManager::BuildVertexCode(const NzShaderProgramManagerPar
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case nzShaderTarget_Model:
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{
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const char coreVertexShader[] = {
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const nzUInt8 coreVertexShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/Model/core.vert.h>
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};
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const char compatibilityVertexShader[] = {
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const nzUInt8 compatibilityVertexShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/Model/compatibility.vert.h>
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};
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const char* shaderSource = (s_glsl140) ? coreVertexShader : compatibilityVertexShader;
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const char* shaderSource = reinterpret_cast<const char*>((s_glsl140) ? coreVertexShader : compatibilityVertexShader);
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unsigned int shaderSourceSize = (s_glsl140) ? sizeof(coreVertexShader) : sizeof(compatibilityVertexShader);
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source.Reserve(source.GetCapacity() + 24 + 21 + 26 + 27 + 19 + 25 + 27 + 27 + 1 + shaderSourceSize);
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@ -491,15 +490,15 @@ NzString NzShaderProgramManager::BuildVertexCode(const NzShaderProgramManagerPar
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case nzShaderTarget_None:
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{
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const char coreVertexShader[] = {
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const nzUInt8 coreVertexShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/None/core.vert.h>
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};
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const char compatibilityVertexShader[] = {
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const nzUInt8 compatibilityVertexShader[] = {
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#include <Nazara/Renderer/Resources/Shaders/None/compatibility.vert.h>
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};
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const char* shaderSource = (s_glsl140) ? coreVertexShader : compatibilityVertexShader;
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const char* shaderSource = reinterpret_cast<const char*>((s_glsl140) ? coreVertexShader : compatibilityVertexShader);
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unsigned int shaderSourceSize = (s_glsl140) ? sizeof(coreVertexShader) : sizeof(compatibilityVertexShader);
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source.Append(shaderSource, shaderSourceSize);
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@ -508,15 +507,15 @@ NzString NzShaderProgramManager::BuildVertexCode(const NzShaderProgramManagerPar
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case nzShaderTarget_Sprite:
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{
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const char coreVertexShader[] = {
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const nzUInt8 coreVertexShader[] = {
|
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#include <Nazara/Renderer/Resources/Shaders/Sprite/core.vert.h>
|
||||
};
|
||||
|
||||
const char compatibilityVertexShader[] = {
|
||||
const nzUInt8 compatibilityVertexShader[] = {
|
||||
#include <Nazara/Renderer/Resources/Shaders/Sprite/compatibility.vert.h>
|
||||
};
|
||||
|
||||
const char* shaderSource = (s_glsl140) ? coreVertexShader : compatibilityVertexShader;
|
||||
const char* shaderSource = reinterpret_cast<const char*>((s_glsl140) ? coreVertexShader : compatibilityVertexShader);
|
||||
unsigned int shaderSourceSize = (s_glsl140) ? sizeof(coreVertexShader) : sizeof(compatibilityVertexShader);
|
||||
|
||||
source.Reserve(source.GetCapacity() + 24 + 21 + 26 + 1 + shaderSourceSize);
|
||||
|
|
|
|||
Loading…
Reference in New Issue