1
0
mirror of synced 2024-11-12 02:00:50 +01:00

Shader debug improvements for bcres

This commit is contained in:
KillzXGaming 2019-05-11 21:25:29 -04:00
parent 3b445272db
commit f7910096e3
3 changed files with 39 additions and 5 deletions

Binary file not shown.

View File

@ -1,6 +1,5 @@
#version 330
in vec3 normal;
in vec4 color;
in vec3 position;
@ -8,6 +7,8 @@ in vec2 f_texcoord0;
in vec2 f_texcoord1;
in vec2 f_texcoord2;
in vec2 f_texcoord3;
in vec4 vertexColor;
in vec3 tangent;
in vec3 boneWeightsColored;
@ -24,6 +25,7 @@ uniform mat4 modelview;
uniform int HasDiffuse;
uniform sampler2D DiffuseMap;
uniform sampler2D UVTestPattern;
out vec4 FragColor;
@ -36,7 +38,7 @@ void main()
if (renderVertColor == 1)
{
FragColor = color;
FragColor = vertexColor;
}
else
{
@ -45,6 +47,8 @@ void main()
return;
}
vec3 N = normal;
// Diffuse lighting.
float halfLambert = dot(difLightDirection, normal) * 0.5 + 0.5;
@ -55,12 +59,40 @@ void main()
FragColor.rgb += diffuseMapColor.rgb;
if (renderVertColor == 1)
FragColor *= min(color, vec4(1));
FragColor *= min(vertexColor, vec4(1));
FragColor.rgb *= min(boneWeightsColored, vec3(1));
vec2 displayTexCoord = f_texcoord0;
vec3 displayNormal = (normal.xyz * 0.5) + 0.5;
if (renderType == 1) // normals color
FragColor = vec4(displayNormal.rgb,1);
else if (renderType == 2) // Lighting
{
float halfLambert = dot(difLightDirection, N) * 0.5 + 0.5;
FragColor = vec4(vec3(halfLambert), 1);
}
else if (renderType == 3) //DiffuseColor
FragColor = vec4(texture(DiffuseMap, displayTexCoord).rgb, 1);
else if (renderType == 5) // vertexColor
FragColor = vertexColor;
else if (renderType == 7) // uv coords
FragColor = vec4(displayTexCoord.x, displayTexCoord.y, 1, 1);
else if (renderType == 8) // uv test pattern
{
FragColor = vec4(texture(UVTestPattern, displayTexCoord).rgb, 1);
}
else if (renderType == 9) //Display tangents
{
vec3 displayTangent = (tangent * 0.5) + 0.5;
if (dot(tangent, vec3(1)) == 0)
displayTangent = vec3(0);
FragColor = vec4(displayTangent,1);
}
else if (renderType == 12)
{
FragColor.rgb = boneWeightsColored;
}
}

View File

@ -18,8 +18,9 @@ out vec2 f_texcoord2;
out vec2 f_texcoord3;
out vec3 normal;
out vec4 color;
out vec4 vertexColor;
out vec3 position;
out vec3 tangent;
out vec3 boneWeightsColored;
@ -112,11 +113,12 @@ void main()
vec4 position = mtxCam * mtxMdl * vec4(objPos.xyz, 1.0);
normal = vNormal;
color = vColor;
vertexColor = vColor;
position = objPos;
f_texcoord0 = vUV0;
f_texcoord1 = vUV1;
f_texcoord2 = vUV2;
tangent = vTangent;
gl_Position = mtxCam * mtxMdl * vec4(vPosition.xyz, 1.0);