From 3c43bca798ac73e743813e23c783ab58841a5712 Mon Sep 17 00:00:00 2001 From: austin Date: Tue, 24 Dec 2024 17:03:43 -0500 Subject: [PATCH] fix shader data type --- assets/Shaders/FragmentShader.fs | 4 ++-- assets/Shaders/core/oit/general/FragmentShader.fs | 4 ++-- assets/Shaders/entities/fluid2/fluid2.fs | 4 ++-- assets/Shaders/entities/foliage/foliage.fs | 4 ++-- assets/Shaders/entities/foliage/foliage.vs | 4 ++-- assets/Shaders/entities/particle/particle.fs | 4 ++-- assets/Shaders/entities/terrain2/terrain2.fs | 4 ++-- 7 files changed, 14 insertions(+), 14 deletions(-) diff --git a/assets/Shaders/FragmentShader.fs b/assets/Shaders/FragmentShader.fs index 717a81ae..ae0ba1bb 100644 --- a/assets/Shaders/FragmentShader.fs +++ b/assets/Shaders/FragmentShader.fs @@ -17,7 +17,7 @@ in vec2 TexCoord; in vec4 FragPosLightSpace; -uniform vec3 viewPos; +uniform dvec3 viewPos; uniform Material material; /** @@ -30,7 +30,7 @@ void main(){ discard; } vec3 norm = normalize(Normal); - vec3 viewDir = normalize(viewPos - FragPos); + vec3 viewDir = normalize(vec3(viewPos) - FragPos); //grab light intensity vec3 lightIntensity = vec3(calcLightIntensityTotal(norm)); diff --git a/assets/Shaders/core/oit/general/FragmentShader.fs b/assets/Shaders/core/oit/general/FragmentShader.fs index 535ad36f..9b904637 100644 --- a/assets/Shaders/core/oit/general/FragmentShader.fs +++ b/assets/Shaders/core/oit/general/FragmentShader.fs @@ -22,7 +22,7 @@ in vec4 FragPosLightSpace; //view position -uniform vec3 viewPos; +uniform dvec3 viewPos; //material uniform Material material; @@ -41,7 +41,7 @@ float weightCalcNew(float finalAlpha, float zLoc, float linearizedLoc); void main(){ vec3 norm = normalize(Normal); - vec3 viewDir = normalize(viewPos - FragPos); + vec3 viewDir = normalize(vec3(viewPos) - FragPos); //grab light intensity vec3 lightIntensity = vec3(calcLightIntensityTotal(norm)); diff --git a/assets/Shaders/entities/fluid2/fluid2.fs b/assets/Shaders/entities/fluid2/fluid2.fs index 5d3597a8..92e8fc8a 100644 --- a/assets/Shaders/entities/fluid2/fluid2.fs +++ b/assets/Shaders/entities/fluid2/fluid2.fs @@ -18,7 +18,7 @@ in vec2 texPlane3; in vec4 FragPosLightSpace; -uniform vec3 viewPos; +uniform dvec3 viewPos; uniform Material material; @@ -29,7 +29,7 @@ vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, Mater void main(){ vec3 norm = normalize(Normal); - vec3 viewDir = normalize(viewPos - FragPos); + vec3 viewDir = normalize(vec3(viewPos) - FragPos); //grab light intensity float lightIntensity = calcLightIntensityTotal(norm); diff --git a/assets/Shaders/entities/foliage/foliage.fs b/assets/Shaders/entities/foliage/foliage.fs index 78933346..82c92a28 100644 --- a/assets/Shaders/entities/foliage/foliage.fs +++ b/assets/Shaders/entities/foliage/foliage.fs @@ -19,7 +19,7 @@ in vec3 normalRot1; in vec3 normalRot2; -uniform vec3 viewPos; +uniform dvec3 viewPos; // uniform DirLight dirLight; // uniform PointLight pointLights[NR_POINT_LIGHTS]; // uniform SpotLight spotLight; @@ -58,7 +58,7 @@ void main(){ float normalMultiplier = -(1.0 + -2.0 * int(gl_FrontFacing)); vec3 norm = normalize(mix(normalRot1,normalRot2,normalMix) * normalMultiplier); // vec3 norm = normalize(Normal * normalMultiplier); - vec3 viewDir = normalize(viewPos - FragPos); + vec3 viewDir = normalize(vec3(viewPos) - FragPos); //grab light intensity vec3 lightIntensity = vec3(calcLightIntensityTotal(norm)); diff --git a/assets/Shaders/entities/foliage/foliage.vs b/assets/Shaders/entities/foliage/foliage.vs index a3bb74a9..fcd50f0d 100644 --- a/assets/Shaders/entities/foliage/foliage.vs +++ b/assets/Shaders/entities/foliage/foliage.vs @@ -31,7 +31,7 @@ uniform mat4 model; uniform mat4 view; uniform mat4 projection; uniform mat4 lightSpaceMatrix; -uniform vec3 viewPos; +uniform dvec3 viewPos; uniform vec3 modelWorldPos; uniform float time; @@ -151,7 +151,7 @@ void main() { //shift in viewspace to make it feel slightly fuller // //dot view and normal - vec3 viewDir = normalize(viewPos - FinalVertex.xyz); + vec3 viewDir = normalize(vec3(viewPos) - FinalVertex.xyz); float viewDotNormal = clamp(dot(FinalNormal.xz,viewDir.xz),0,1); //calculate thinkening factor to shift verts slightly based on view angle float viewSpaceThickenFactor = easeOut(1.0 - viewDotNormal); diff --git a/assets/Shaders/entities/particle/particle.fs b/assets/Shaders/entities/particle/particle.fs index e800cdad..0f98f0fe 100644 --- a/assets/Shaders/entities/particle/particle.fs +++ b/assets/Shaders/entities/particle/particle.fs @@ -22,7 +22,7 @@ in vec4 FragPosLightSpace; in vec4 instanceColor; -uniform vec3 viewPos; +uniform dvec3 viewPos; uniform Material material; uniform mat4 view; @@ -37,7 +37,7 @@ float easeIn(float interpolator); float easeOut(float interpolator); void main(){ - vec3 viewDir = normalize(viewPos - FragPos); + vec3 viewDir = normalize(vec3(viewPos) - FragPos); //grab light intensity vec3 lightIntensity = vec3(calcLightIntensityTotal(Normal)); diff --git a/assets/Shaders/entities/terrain2/terrain2.fs b/assets/Shaders/entities/terrain2/terrain2.fs index cbc9f3c8..e55cbedc 100644 --- a/assets/Shaders/entities/terrain2/terrain2.fs +++ b/assets/Shaders/entities/terrain2/terrain2.fs @@ -27,7 +27,7 @@ in vec3 samplerIndexVec; //the indices in the atlas of textures to sample in vec3 samplerRatioVec; //the vector of HOW MUCH to pull from each texture in the atlas -uniform vec3 viewPos; +uniform dvec3 viewPos; // uniform DirLight dirLight; // uniform PointLight pointLights[NR_POINT_LIGHTS]; // uniform SpotLight spotLight; @@ -45,7 +45,7 @@ vec3 getColor(vec2 texPlane1, vec2 texPlane2, vec2 texPlane3, vec3 normal, vec3 void main(){ vec3 norm = normalize(Normal); - vec3 viewDir = normalize(viewPos - FragPos); + vec3 viewDir = normalize(vec3(viewPos) - FragPos); //grab light intensity vec3 lightIntensity = vec3(calcLightIntensityTotal(norm));