From 1b4e32d8f232f087ff21de01e2af69f91a86a970 Mon Sep 17 00:00:00 2001 From: Micah Acinapura Date: Fri, 31 Jan 2020 10:28:37 -0500 Subject: [PATCH] cleanup of ringshader; fix singlefisheyegui --- config/single_fisheye_gui.xml | 3 +-- modules/globebrowsing/shaders/renderer_fs.glsl | 15 --------------- modules/globebrowsing/shaders/rings_fs.glsl | 3 --- modules/globebrowsing/src/ringscomponent.cpp | 2 -- 4 files changed, 1 insertion(+), 22 deletions(-) diff --git a/config/single_fisheye_gui.xml b/config/single_fisheye_gui.xml index f6ad4d9dd4..b4a201f4c6 100644 --- a/config/single_fisheye_gui.xml +++ b/config/single_fisheye_gui.xml @@ -34,8 +34,7 @@ - - + diff --git a/modules/globebrowsing/shaders/renderer_fs.glsl b/modules/globebrowsing/shaders/renderer_fs.glsl index 03276eac18..c32ab6bb8e 100644 --- a/modules/globebrowsing/shaders/renderer_fs.glsl +++ b/modules/globebrowsing/shaders/renderer_fs.glsl @@ -66,7 +66,6 @@ uniform float orenNayarRoughness; in vec4 shadowCoords; uniform sampler2DShadow shadowMapTexture; -//uniform int nShadowSamples; uniform float zFightingPercentage; #endif @@ -278,19 +277,6 @@ Fragment getFragment() { normalizedShadowCoords.w = 1.0; float sum = 0; - // for (int i = 0; i < nShadowSamples; ++i) { - // sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-nShadowSamples + i, -nShadowSamples + i)); - // sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-nShadowSamples + i, 0)); - // sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-nShadowSamples + i, nShadowSamples - i)); - // sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , -nShadowSamples + i)); - // sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( 0 , nShadowSamples - i)); - // sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( nShadowSamples - i, -nShadowSamples + i)); - // sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( nShadowSamples - i, 0)); - // sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( nShadowSamples - i, nShadowSamples - i)); - // } - // sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0)); - // shadow = sum / (8.0 * nShadowSamples + 1.f); - #for i in 0..#{nShadowSamples} sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i})); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0)); @@ -300,7 +286,6 @@ Fragment getFragment() { sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i})); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0)); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i})); - //} #endfor sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0)); shadow = sum / (8.0 * NSSamples + 1.f); diff --git a/modules/globebrowsing/shaders/rings_fs.glsl b/modules/globebrowsing/shaders/rings_fs.glsl index 7aaa3f0e8d..3023de292f 100644 --- a/modules/globebrowsing/shaders/rings_fs.glsl +++ b/modules/globebrowsing/shaders/rings_fs.glsl @@ -39,7 +39,6 @@ uniform float transparency; uniform vec3 sunPosition; uniform float _nightFactor; -//uniform int nShadowSamples; uniform float zFightingPercentage; // temp @@ -87,7 +86,6 @@ Fragment getFragment() { normalizedShadowCoords.w = 1.0; float sum = 0; - //for (int i = 0; i < NSSamples; ++i) { #for i in 0..#{nShadowSamples} sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, -NSSamples + #{i})); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(-NSSamples + #{i}, 0)); @@ -97,7 +95,6 @@ Fragment getFragment() { sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, -NSSamples + #{i})); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, 0)); sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2( NSSamples - #{i}, NSSamples - #{i})); - //} #endfor sum += textureProjOffset(shadowMapTexture, normalizedShadowCoords, ivec2(0, 0)); shadow = clamp(sum / (8.0 * NSSamples + 1.f), 0.35, 1.0); diff --git a/modules/globebrowsing/src/ringscomponent.cpp b/modules/globebrowsing/src/ringscomponent.cpp index afa5319d0d..a920af6b59 100644 --- a/modules/globebrowsing/src/ringscomponent.cpp +++ b/modules/globebrowsing/src/ringscomponent.cpp @@ -325,7 +325,6 @@ void RingsComponent::draw(const RenderData& data, _shader->setUniform(_uniformCache.transparency, _transparency); _shader->setUniform(_uniformCache.nightFactor, _nightFactor); _shader->setUniform(_uniformCache.sunPosition, _sunPosition); - //_shader->setUniform(_uniformCache.nShadowSamples, _nShadowSamples); _shader->setUniform(_uniformCache.zFightingPercentage, _zFightingPercentage); ringTextureUnit.activate(); @@ -376,7 +375,6 @@ void RingsComponent::draw(const RenderData& data, void RingsComponent::update(const UpdateData& data) { if (_shader->isDirty()) { - //_shader->rebuildFromFile(); compileShadowShader(); }