Graphics/DeferredRenderTechnique: Optimize Deferred Shading
No longer copies depth twice Former-commit-id: aa2096ade409861b773bc7302ced27ae84fab858 [formerly 80fd00bd4a75506b128b70a545eb43ff6a3a7071] [formerly d8576a8858caca9314ea67661af0ce7d9077ba9d [formerly e626f2fd62d19ca5f952485478bfe46f4a803227]] Former-commit-id: 363c93e397887e66b25446927bc5ef89e761c488 [formerly a8bee284456d7f46d182ae7df2d565fa29e55b61] Former-commit-id: 168792d853247ada5add8f97057c213af7c801b3
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@@ -68,21 +68,6 @@ uniform vec4 SceneAmbient;
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uniform sampler2D TextureOverlay;
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/********************Fonctions********************/
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vec3 FloatToColor(float f)
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{
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vec3 color;
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f *= 256.0;
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color.x = floor(f);
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f = (f - color.x) * 256.0;
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color.y = floor(f);
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color.z = f - color.y;
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color.xy *= 0.00390625; // *= 1.0/256
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return color;
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}
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#define kPI 3.1415926536
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@@ -184,7 +169,7 @@ void main()
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*/
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RenderTarget0 = vec4(diffuseColor.rgb, dot(specularColor, vec3(0.3, 0.59, 0.11)));
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RenderTarget1 = vec4(EncodeNormal(normal));
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RenderTarget2 = vec4(FloatToColor(gl_FragCoord.z), (MaterialShininess == 0.0) ? 0.0 : max(log2(MaterialShininess), 0.1)/10.5); // http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf
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RenderTarget2 = vec4(0.0, 0.0, 0.0, (MaterialShininess == 0.0) ? 0.0 : max(log2(MaterialShininess), 0.1)/10.5); // http://www.guerrilla-games.com/publications/dr_kz2_rsx_dev07.pdf
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#else // FLAG_DEFERRED
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#if ALPHA_MAPPING
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diffuseColor.a *= texture(MaterialAlphaMap, texCoord).r;
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