Big UberShader update
-Added GRAPHICS_MAX_LIGHTPERPASS macro -Added glGetActiveUniform OpenGL function -Added (Uber)ShaderLibrary -Added (Uber)ShaderName parameter to models -Changed uniform system -Fixed Node copying -Moved Material class to Graphics module -Optimized lights -Remade Shader class -Renamed Node::Invalidate to Node::InvalidateNode -Renamed ShaderProgram to Shader Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
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@@ -10,8 +10,8 @@
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/DeferredRenderPass.hpp>
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#include <Nazara/Renderer/RenderStates.hpp>
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#include <Nazara/Renderer/ShaderProgram.hpp>
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#include <Nazara/Renderer/TextureSampler.hpp>
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#include <Nazara/Renderer/UberShader.hpp>
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class NAZARA_API NzDeferredFinalPass : public NzDeferredRenderPass
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{
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@@ -23,8 +23,11 @@ class NAZARA_API NzDeferredFinalPass : public NzDeferredRenderPass
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protected:
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NzRenderStates m_states;
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NzShaderProgramRef m_program;
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NzTextureSampler m_pointSampler;
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NzUberShaderConstRef m_uberShader;
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const NzUberShaderInstance* m_uberShaderInstance;
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int m_materialDiffuseUniform;
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int m_materialDiffuseMapUniform;
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};
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#endif // NAZARA_DEFERREDFINALPASS_HPP
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