Deferred Shading update

-Deferred Shading now use a dynamics pass system
-Forward Shading is now capable of rendering more than three lights
(Multipass)


Former-commit-id: 74ed0b998d72aa9eb3bd2aab938a75985ebb2bf6
This commit is contained in:
Lynix
2013-12-28 10:22:03 +01:00
parent 6568cc7995
commit a332579c80
31 changed files with 2431 additions and 1354 deletions

View File

@@ -29,11 +29,11 @@ void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
if (gVec0.w == 0.0)
/* if (gVec0.w == 0.0)
{
RenderTarget0 = vec4(gVec0.xyz, 1.0);
return;
}
}*/
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);

File diff suppressed because one or more lines are too long

View File

@@ -29,11 +29,11 @@ void main()
{
vec2 texCoord = gl_FragCoord.xy * InvTargetSize;
vec4 gVec0 = textureLod(GBuffer0, texCoord, 0.0);
if (gVec0.w == 0.0)
/* if (gVec0.w == 0.0)
{
RenderTarget0 = vec4(gVec0.xyz, 1.0);
return;
}
}*/
vec4 gVec1 = textureLod(GBuffer1, texCoord, 0.0);
vec4 gVec2 = textureLod(GBuffer2, texCoord, 0.0);

File diff suppressed because one or more lines are too long