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Use a simple screenSpace vertex shader
Changes `GLShader` constructors, removing unnecessary stuff from them, and making it only have 2 distinct constructors - for rendering shaders and compute shaders. Changes the relevant shaders to use a new `screenSpace` shader, which is almost a no-op. NUKE the the other .glsl shaders that just repeat the same functionality. Also NUKES the `u_ModelViewProjectionMatrix` from them, because the result is always a full-screen quad anyway. Adds `Tess_InstantScreenSpaceQuad()` for use with this, because with some other shaders we still do need `u_ModelViewProjectionMatrix`.
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13 files changed

+160
-427
lines changed

13 files changed

+160
-427
lines changed

src.cmake

Lines changed: 1 addition & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -152,32 +152,27 @@ set(GLSLSOURCELIST
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${ENGINE_DIR}/renderer/glsl_source/material_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/skybox_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/ssao_fp.glsl
155-
${ENGINE_DIR}/renderer/glsl_source/ssao_vp.glsl
155+
${ENGINE_DIR}/renderer/glsl_source/screenSpace_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/vertexAnimation_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/vertexSimple_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/vertexSkinning_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/blur_fp.glsl
160-
${ENGINE_DIR}/renderer/glsl_source/blur_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/cameraEffects_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/cameraEffects_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/computeLight_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/contrast_fp.glsl
165-
${ENGINE_DIR}/renderer/glsl_source/contrast_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/debugShadowMap_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/debugShadowMap_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/deformVertexes_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/depthtile1_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/depthtile1_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/depthtile2_fp.glsl
172-
${ENGINE_DIR}/renderer/glsl_source/depthtile2_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/fogGlobal_fp.glsl
174-
${ENGINE_DIR}/renderer/glsl_source/fogGlobal_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/fogQuake3_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/fogQuake3_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/forwardLighting_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/forwardLighting_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/fxaa_fp.glsl
180-
${ENGINE_DIR}/renderer/glsl_source/fxaa_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/fxaa3_11_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/generic_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/generic_vp.glsl
@@ -190,7 +185,6 @@ set(GLSLSOURCELIST
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${ENGINE_DIR}/renderer/glsl_source/liquid_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/liquid_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/motionblur_fp.glsl
193-
${ENGINE_DIR}/renderer/glsl_source/motionblur_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/portal_fp.glsl
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${ENGINE_DIR}/renderer/glsl_source/portal_vp.glsl
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${ENGINE_DIR}/renderer/glsl_source/reflection_CB_fp.glsl

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