More seperate cc files, font & overlay rendering

This commit is contained in:
2015-02-13 15:46:18 +01:00
parent 05bf47c678
commit e3ec085cf0
19 changed files with 925 additions and 449 deletions

11
shaders/overlay.fs Normal file
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@@ -0,0 +1,11 @@
#version 330 core
uniform sampler2D texBase;
in vec2 fragTC;
out vec4 color;
void main(void) {
color = texture(texBase, fragTC);
}

13
shaders/overlay.vs Normal file
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@@ -0,0 +1,13 @@
#version 330 core
#extension GL_ARB_shading_language_420pack : enable
layout(location = 0) in vec2 vertex;
layout(location = 1) in vec2 vertexTC;
out vec2 fragTC;
void main(void) {
vec4 pos = vec4(vertex, 0.0, 1.0);
gl_Position = pos;
fragTC = vertexTC;
}

View File

@@ -8,15 +8,17 @@ uniform samplerCubeShadow texShadowMaps[lights];
float VectorToDepth (vec3 Vec)
{
vec3 AbsVec = abs(Vec);
float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
//float LocalZcomp = max(AbsVec.x, max(AbsVec.y, AbsVec.z));
float LocalZcomp = length(AbsVec);
// Replace f and n with the far and near plane values you used when
// you drew your cube map.
const float f = 128.0;
const float n = 1.0;
float NormZComp = (f+n) / (f-n) - (2*f*n)/(f-n)/LocalZcomp;
return (NormZComp + 1.0) * 0.5;
// float NormZComp = (f+n) / (f-n) - (2*f*n)/(f-n)/LocalZcomp;
return (f/(f-n))+(f*n/(n-f))/LocalZcomp;
//return (NormZComp + 1.0) * 0.5;
}
in vec2 fragTC;
@@ -27,7 +29,7 @@ in vec3 lightVecs[lights];
out vec4 color;
const float bias = 0.00;
const float bias = 0.0;
void main(void) {
vec4 texColor = texture(texBase, fragTC);