Rename TextureTile to Tile in shader for better correspondance with its CPU counterpart

This commit is contained in:
Erik Broberg
2016-06-09 13:22:44 -04:00
parent bc19a826bf
commit 7ac8e37807
6 changed files with 52 additions and 52 deletions
@@ -22,34 +22,34 @@
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#if USE_COLORTEXTURE
uniform TextureTile colorTiles[NUMLAYERS_COLORTEXTURE];
uniform TextureTile colorTilesParent1[NUMLAYERS_COLORTEXTURE];
uniform TextureTile colorTilesParent2[NUMLAYERS_COLORTEXTURE];
uniform Tile colorTiles[NUMLAYERS_COLORTEXTURE];
uniform Tile colorTilesParent1[NUMLAYERS_COLORTEXTURE];
uniform Tile colorTilesParent2[NUMLAYERS_COLORTEXTURE];
#endif // USE_COLORTEXTURE
#if USE_NIGHTTEXTURE
uniform TextureTile nightTiles[NUMLAYERS_NIGHTTEXTURE];
uniform TextureTile nightTilesParent1[NUMLAYERS_NIGHTTEXTURE];
uniform TextureTile nightTilesParent2[NUMLAYERS_NIGHTTEXTURE];
uniform Tile nightTiles[NUMLAYERS_NIGHTTEXTURE];
uniform Tile nightTilesParent1[NUMLAYERS_NIGHTTEXTURE];
uniform Tile nightTilesParent2[NUMLAYERS_NIGHTTEXTURE];
#endif // USE_NIGHTTEXTURE
#if USE_OVERLAY
uniform TextureTile overlayTiles[NUMLAYERS_OVERLAY];
uniform TextureTile overlayTilesParent1[NUMLAYERS_OVERLAY];
uniform TextureTile overlayTilesParent2[NUMLAYERS_OVERLAY];
uniform Tile overlayTiles[NUMLAYERS_OVERLAY];
uniform Tile overlayTilesParent1[NUMLAYERS_OVERLAY];
uniform Tile overlayTilesParent2[NUMLAYERS_OVERLAY];
#endif // USE_OVERLAY
#if USE_WATERMASK
uniform TextureTile waterTiles[NUMLAYERS_WATERMASK];
uniform TextureTile waterTilesParent1[NUMLAYERS_WATERMASK];
uniform TextureTile waterTilesParent2[NUMLAYERS_WATERMASK];
uniform Tile waterTiles[NUMLAYERS_WATERMASK];
uniform Tile waterTilesParent1[NUMLAYERS_WATERMASK];
uniform Tile waterTilesParent2[NUMLAYERS_WATERMASK];
#endif // USE_WATERMASK
#if USE_ATMOSPHERE
@@ -26,7 +26,7 @@
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
uniform mat4 modelViewProjectionTransform;
@@ -40,9 +40,9 @@ uniform int xSegments;
uniform float skirtLength;
#if USE_HEIGHTMAP
uniform TextureTile heightTiles[NUMLAYERS_HEIGHTMAP];
uniform TextureTile heightTilesParent1[NUMLAYERS_HEIGHTMAP];
uniform TextureTile heightTilesParent2[NUMLAYERS_HEIGHTMAP];
uniform Tile heightTiles[NUMLAYERS_HEIGHTMAP];
uniform Tile heightTilesParent1[NUMLAYERS_HEIGHTMAP];
uniform Tile heightTilesParent2[NUMLAYERS_HEIGHTMAP];
#endif // USE_HEIGHTMAP
uniform vec3 cameraPosition;
@@ -22,33 +22,33 @@
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
#include "PowerScaling/powerScaling_fs.hglsl"
#include "fragment.glsl"
#if USE_COLORTEXTURE
uniform TextureTile colorTiles[NUMLAYERS_COLORTEXTURE];
uniform TextureTile colorTilesParent1[NUMLAYERS_COLORTEXTURE];
uniform TextureTile colorTilesParent2[NUMLAYERS_COLORTEXTURE];
uniform Tile colorTiles[NUMLAYERS_COLORTEXTURE];
uniform Tile colorTilesParent1[NUMLAYERS_COLORTEXTURE];
uniform Tile colorTilesParent2[NUMLAYERS_COLORTEXTURE];
#endif // USE_COLORTEXTURE
#if USE_NIGHTTEXTURE
uniform TextureTile nightTiles[NUMLAYERS_NIGHTTEXTURE];
uniform TextureTile nightTilesParent1[NUMLAYERS_NIGHTTEXTURE];
uniform TextureTile nightTilesParent2[NUMLAYERS_NIGHTTEXTURE];
uniform Tile nightTiles[NUMLAYERS_NIGHTTEXTURE];
uniform Tile nightTilesParent1[NUMLAYERS_NIGHTTEXTURE];
uniform Tile nightTilesParent2[NUMLAYERS_NIGHTTEXTURE];
#endif // USE_NIGHTTEXTURE
#if USE_OVERLAY
uniform TextureTile overlayTiles[NUMLAYERS_OVERLAY];
uniform TextureTile overlayTilesParent1[NUMLAYERS_OVERLAY];
uniform TextureTile overlayTilesParent2[NUMLAYERS_OVERLAY];
uniform Tile overlayTiles[NUMLAYERS_OVERLAY];
uniform Tile overlayTilesParent1[NUMLAYERS_OVERLAY];
uniform Tile overlayTilesParent2[NUMLAYERS_OVERLAY];
#endif // USE_OVERLAY
#if USE_WATERMASK
uniform TextureTile waterTiles[NUMLAYERS_WATERMASK];
uniform TextureTile waterTilesParent1[NUMLAYERS_WATERMASK];
uniform TextureTile waterTilesParent2[NUMLAYERS_WATERMASK];
uniform Tile waterTiles[NUMLAYERS_WATERMASK];
uniform Tile waterTilesParent1[NUMLAYERS_WATERMASK];
uniform Tile waterTilesParent2[NUMLAYERS_WATERMASK];
#endif // USE_WATERMASK
// tileInterpolationParameter is used to interpolate between a tile and its parent tiles
@@ -26,7 +26,7 @@
#include "PowerScaling/powerScaling_vs.hglsl"
#include <${MODULE_GLOBEBROWSING}/shaders/ellipsoid.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/texturetilemapping.hglsl>
#define NUMLAYERS_COLORTEXTURE #{lastLayerIndexColor} + 1
@@ -42,9 +42,9 @@ uniform vec3 p11;
uniform vec3 patchNormalCameraSpace;
#if USE_HEIGHTMAP
uniform TextureTile heightTiles[NUMLAYERS_HEIGHTMAP];
uniform TextureTile heightTilesParent1[NUMLAYERS_HEIGHTMAP];
uniform TextureTile heightTilesParent2[NUMLAYERS_HEIGHTMAP];
uniform Tile heightTiles[NUMLAYERS_HEIGHTMAP];
uniform Tile heightTilesParent1[NUMLAYERS_HEIGHTMAP];
uniform Tile heightTilesParent2[NUMLAYERS_HEIGHTMAP];
#endif // USE_HEIGHTMAP
uniform int xSegments;
@@ -25,7 +25,7 @@
#ifndef TEXTURETILEMAPPING_HGLSL
#define TEXTURETILEMAPPING_HGLSL
#include <${MODULE_GLOBEBROWSING}/shaders/texturetile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/tile.hglsl>
#include <${MODULE_GLOBEBROWSING}/shaders/blending.hglsl>
// First layer type from LayeredTextureShaderProvider is height map
@@ -101,9 +101,9 @@
float calculateHeight(
const vec2 uv,
const float tileInterpolationParameter,
const TextureTile heightTiles[NUMLAYERS_HEIGHTMAP],
const TextureTile heightTilesParent1[NUMLAYERS_HEIGHTMAP],
const TextureTile heightTilesParent2[NUMLAYERS_HEIGHTMAP]) {
const Tile heightTiles[NUMLAYERS_HEIGHTMAP],
const Tile heightTilesParent1[NUMLAYERS_HEIGHTMAP],
const Tile heightTilesParent2[NUMLAYERS_HEIGHTMAP]) {
float height = 0;
@@ -137,9 +137,9 @@ float calculateHeight(
vec4 calculateColor(
const vec2 uv,
const float tileInterpolationParameter,
const TextureTile colorTiles[NUMLAYERS_COLORTEXTURE],
const TextureTile colorTilesParent1[NUMLAYERS_COLORTEXTURE],
const TextureTile colorTilesParent2[NUMLAYERS_COLORTEXTURE]) {
const Tile colorTiles[NUMLAYERS_COLORTEXTURE],
const Tile colorTilesParent1[NUMLAYERS_COLORTEXTURE],
const Tile colorTilesParent2[NUMLAYERS_COLORTEXTURE]) {
vec4 color = vec4(0);
@@ -173,9 +173,9 @@ vec4 calculateNight(
const vec4 currentColor,
const vec2 uv,
const float tileInterpolationParameter,
const TextureTile nightTiles[NUMLAYERS_NIGHTTEXTURE],
const TextureTile nightTilesParent1[NUMLAYERS_NIGHTTEXTURE],
const TextureTile nightTilesParent2[NUMLAYERS_NIGHTTEXTURE],
const Tile nightTiles[NUMLAYERS_NIGHTTEXTURE],
const Tile nightTilesParent1[NUMLAYERS_NIGHTTEXTURE],
const Tile nightTilesParent2[NUMLAYERS_NIGHTTEXTURE],
const vec3 ellipsoidNormalCameraSpace) {
vec3 lightDirection = normalize(vec3(-1,-1,-1));
@@ -216,9 +216,9 @@ vec4 calculateOverlay(
const vec4 currentColor,
const vec2 uv,
const float tileInterpolationParameter,
const TextureTile overlayTiles[NUMLAYERS_OVERLAY],
const TextureTile overlayTilesParent1[NUMLAYERS_OVERLAY],
const TextureTile overlayTilesParent2[NUMLAYERS_OVERLAY]) {
const Tile overlayTiles[NUMLAYERS_OVERLAY],
const Tile overlayTilesParent1[NUMLAYERS_OVERLAY],
const Tile overlayTilesParent2[NUMLAYERS_OVERLAY]) {
vec4 color = currentColor;
@@ -252,9 +252,9 @@ vec4 calculateWater(
const vec4 currentColor,
const vec2 uv,
const float tileInterpolationParameter,
const TextureTile waterTiles[NUMLAYERS_WATERMASK],
const TextureTile waterTilesParent1[NUMLAYERS_WATERMASK],
const TextureTile waterTilesParent2[NUMLAYERS_WATERMASK]) {
const Tile waterTiles[NUMLAYERS_WATERMASK],
const Tile waterTilesParent1[NUMLAYERS_WATERMASK],
const Tile waterTilesParent2[NUMLAYERS_WATERMASK]) {
vec4 waterColor = vec4(0,0,0,0);
@@ -35,7 +35,7 @@ struct TileUvTransform {
vec2 uvScale;
};
struct TextureTile {
struct Tile {
sampler2D textureSampler;
TileDepthTransform depthTransform;
@@ -50,7 +50,7 @@ vec4 patchBorderOverlay(vec2 uv, vec3 borderColor, float borderSize) {
return vec4(color, 0);
}
vec4 getTexVal(const TextureTile tile, const vec2 tileUV){
vec4 getTexVal(const Tile tile, const vec2 tileUV){
vec2 samplePos = tile.uvTransform.uvOffset + tile.uvTransform.uvScale * tileUV;
vec4 texVal = texture(tile.textureSampler, samplePos);
return texVal;