move shaders around
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austin 2024-09-02 15:49:23 -04:00
parent f9d3541ce8
commit de1ddecfba
75 changed files with 28 additions and 28 deletions

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@ -1,13 +1,13 @@
{
"shaderAlternativesMap" : {
"/Shaders/terrain/terrain.fs" : [
"/Shaders/terrain/terrain-low.fs"
"/Shaders/entities/terrain/terrain.fs" : [
"/Shaders/entities/terrain/terrain-low.fs"
],
"Shaders/anime/compositeAnimeOutline.fs" : [
"Shaders/anime/compositeAnimeOutline-low.fs"
"Shaders/core/anime/compositeAnimeOutline.fs" : [
"Shaders/core/anime/compositeAnimeOutline-low.fs"
],
"Shaders/oit/composite.fs" : [
"Shaders/oit/composite-low.fs"
"Shaders/core/oit/composite.fs" : [
"Shaders/core/oit/composite-low.fs"
]
}
}

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@ -101,8 +101,8 @@ public class ClientFoliageManager {
}
//shader paths
static final String vertexPath = "Shaders/foliage/foliage.vs";
static final String fragmentPath = "Shaders/foliage/foliage.fs";
static final String vertexPath = "Shaders/entities/foliage/foliage.vs";
static final String fragmentPath = "Shaders/entities/foliage/foliage.fs";

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@ -587,9 +587,9 @@ public class Globals {
//init default shaderProgram
defaultMeshShader = ShaderProgram.smart_assemble_shader(false,true);
//init terrain shader program
terrainShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/terrain2/terrain2.vs", "/Shaders/terrain2/terrain2.fs");
terrainShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/entities/terrain2/terrain2.vs", "/Shaders/entities/terrain2/terrain2.fs");
//init fluid shader program
FluidChunkModelGeneration.fluidChunkShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/fluid2/fluid2.vs", "/Shaders/fluid2/fluid2.fs");
FluidChunkModelGeneration.fluidChunkShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/entities/fluid2/fluid2.vs", "/Shaders/entities/fluid2/fluid2.fs");
//init models
assetManager.addModelPathToQueue("Models/basic/geometry/unitsphere.glb");
assetManager.addModelPathToQueue("Models/basic/geometry/unitsphere.fbx");
@ -600,12 +600,12 @@ public class Globals {
assetManager.addModelPathToQueue("Models/basic/geometry/unitcapsule.glb");
assetManager.addModelPathToQueue("Models/basic/geometry/unitplane.fbx");
assetManager.addModelPathToQueue("Models/basic/geometry/unitcube.fbx");
imagePlaneModelID = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/plane/plane.vs", "Shaders/plane/plane.fs"));
assetManager.addShaderToQueue("Shaders/plane/plane.vs", null, "Shaders/plane/plane.fs");
imagePlaneModelID = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/core/plane/plane.vs", "Shaders/core/plane/plane.fs"));
assetManager.addShaderToQueue("Shaders/core/plane/plane.vs", null, "Shaders/core/plane/plane.fs");
solidPlaneModelID = assetManager.registerModel(RenderUtils.createInWindowPanel("Shaders/ui/plainBox/plainBox.vs", "Shaders/ui/plainBox/plainBox.fs"));
//image panel
ImagePanel.imagePanelModelPath = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/plane/plane.vs", "Shaders/plane/plane.fs"));
ImagePanel.imagePanelModelPath = assetManager.registerModel(RenderUtils.createPlaneModel("Shaders/core/plane/plane.vs", "Shaders/core/plane/plane.fs"));
Globals.assetManager.addShaderToQueue("Shaders/ui/plainBox/plainBox.vs", "Shaders/ui/plainBox/plainBox.fs");

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@ -186,7 +186,7 @@ public class ClientLoading {
DrawableUtils.disableCulling(skybox);
EntityUtils.getRotation(skybox).rotateX((float)(-Math.PI/2.0f));
EntityUtils.getScale(skybox).mul(200000.0f);
Globals.assetManager.queueOverrideMeshShader("Models/environment/skyboxSphere.fbx", "Sphere", "Shaders/skysphere/skysphere.vs", "Shaders/skysphere/skysphere.fs");
Globals.assetManager.queueOverrideMeshShader("Models/environment/skyboxSphere.fbx", "Sphere", "Shaders/entities/skysphere/skysphere.vs", "Shaders/entities/skysphere/skysphere.fs");
//cloud ring pseudo skybox
// Entity cloudRing = EntityCreationUtils.createClientSpatialEntity();

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@ -412,7 +412,7 @@ public class RenderUtils {
m.bufferTextureCoords(textureArrayBufferData, 2);
m.setShader(ShaderProgram.loadSpecificShader("/Shaders/font/basicbitmap/basicbitmap.vs", "/Shaders/font/basicbitmap/basicbitmap.fs"));
m.setShader(ShaderProgram.loadSpecificShader("/Shaders/ui/font/basicbitmap/basicbitmap.vs", "/Shaders/ui/font/basicbitmap/basicbitmap.fs"));
GL40.glBindVertexArray(0);
@ -509,7 +509,7 @@ public class RenderUtils {
m.bufferTextureCoords(textureArrayBufferData, 2);
m.setShader(ShaderProgram.loadSpecificShader("/Shaders/font/bitmapchar/bitmapchar.vs", "/Shaders/font/bitmapchar/bitmapchar.fs"));
m.setShader(ShaderProgram.loadSpecificShader("/Shaders/ui/font/bitmapchar/bitmapchar.vs", "/Shaders/ui/font/bitmapchar/bitmapchar.fs"));
GL40.glBindVertexArray(0);

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@ -329,7 +329,7 @@ public class RenderingEngine {
//init screen rendering quadrant
screenTextureVAO = createScreenTextureVAO();
// initScreenTextureShaderProgram();
screenTextureShaders = ShaderProgram.loadSpecificShader("/Shaders/screentexture/simple1/simple1.vs", "/Shaders/screentexture/simple1/simple1.fs");
screenTextureShaders = ShaderProgram.loadSpecificShader("/Shaders/core/screentexture/simple1/simple1.vs", "/Shaders/core/screentexture/simple1/simple1.fs");
// screenTextureShaders = ShaderProgram.loadSpecificShader("/Shaders/screentexture/drawDepthBuffer/drawDepthBuffer.vs", "/Shaders/screentexture/drawDepthBuffer/drawDepthBuffer.fs");
//default framebuffer
@ -346,12 +346,12 @@ public class RenderingEngine {
//
//Channel debug program
//
drawChannel = ShaderProgram.loadSpecificShader("/Shaders/screentexture/drawChannel/drawChannel.vs", "/Shaders/screentexture/drawChannel/drawChannel.fs");
drawChannel = ShaderProgram.loadSpecificShader("/Shaders/core/screentexture/drawChannel/drawChannel.vs", "/Shaders/core/screentexture/drawChannel/drawChannel.fs");
//
//create light depth framebuffer/shader for shadowmapping
//
lightDepthShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/lightDepth/lightDepth.vs", "/Shaders/lightDepth/lightDepth.fs");
lightDepthShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/core/lightDepth/lightDepth.vs", "/Shaders/core/lightDepth/lightDepth.fs");
Globals.depthMapShaderProgramLoc = lightDepthShaderProgram.getShaderId();
lightDepthBuffer = FramebufferUtils.generateDepthBuffer(openGLState);
lightBufferDepthTexture = lightDepthBuffer.getDepthTexture();
@ -360,7 +360,7 @@ public class RenderingEngine {
//
//create volume depth framebuffer/shader for volumetric rendering
//
volumeDepthShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/volumeBuffer/volumetric.vs", "/Shaders/volumeBuffer/volumetric.fs");
volumeDepthShaderProgram = ShaderProgram.loadSpecificShader("/Shaders/core/volumeBuffer/volumetric.vs", "/Shaders/core/volumeBuffer/volumetric.fs");
volumeDepthBackfaceTexture = FramebufferUtils.generateDepthBufferTexture(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
volumeDepthBackfaceFramebuffer = FramebufferUtils.generateDepthBuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), volumeDepthBackfaceTexture);
volumeDepthFrontfaceTexture = FramebufferUtils.generateDepthBufferTexture(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
@ -377,7 +377,7 @@ public class RenderingEngine {
gameImageNormalsTexture = FramebufferUtils.generateScreenTextureColorAlpha(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
Texture gameImageNormalsDepthTexture = FramebufferUtils.generateScreenTextureDepth(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
gameImageNormalsFramebuffer = FramebufferUtils.generateScreenTextureFramebuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), gameImageNormalsTexture, gameImageNormalsDepthTexture);
renderNormalsShader = ShaderProgram.loadSpecificShader("Shaders/anime/renderNormals.vs", "Shaders/anime/renderNormals.fs");
renderNormalsShader = ShaderProgram.loadSpecificShader("Shaders/core/anime/renderNormals.vs", "Shaders/core/anime/renderNormals.fs");
//
//Transparency framebuffers
@ -387,7 +387,7 @@ public class RenderingEngine {
transparencyRevealageClear = new float[]{1.0f, 1.0f, 1.0f, 1.0f};
transparencyRevealageTexture = FramebufferUtils.generateOITRevealageTexture(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
transparencyBuffer = FramebufferUtils.generateOITFramebuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), transparencyAccumulatorTexture, transparencyRevealageTexture, screenTextureDepth);
oitCompositeProgram = ShaderProgram.loadSpecificShader("Shaders/oit/composite.vs", "Shaders/oit/composite.fs");
oitCompositeProgram = ShaderProgram.loadSpecificShader("Shaders/core/oit/composite.vs", "Shaders/core/oit/composite.fs");
//projection matrices
nearVolumeProjectionMatrix.setPerspective((float)(Globals.verticalFOV * Math.PI /180.0f), (float)Globals.WINDOW_WIDTH / (float)Globals.WINDOW_HEIGHT, 0.1f, 100);
@ -403,12 +403,12 @@ public class RenderingEngine {
normalsOutlineTexture = FramebufferUtils.generateScreenTextureColorAlpha(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY());
normalsOutlineFrambuffer = FramebufferUtils.generateScreenTextureFramebuffer(openGLState, Globals.userSettings.getRenderResolutionX(), Globals.userSettings.getRenderResolutionY(), normalsOutlineTexture);
// normalsOutlineShader = ShaderProgram.loadSpecificShader("Shaders/anime/outlineNormals.vs", "Shaders/anime/outlineNormals.fs");
Globals.assetManager.addShaderToQueue("Shaders/anime/outlineNormals.vs", "Shaders/anime/outlineNormals.fs");
Globals.assetManager.addShaderToQueue("Shaders/core/anime/outlineNormals.vs", "Shaders/core/anime/outlineNormals.fs");
//
//Compositing shaders
//
compositeAnimeOutline = ShaderProgram.loadSpecificShader("Shaders/anime/compositeAnimeOutline.vs", "Shaders/anime/compositeAnimeOutline.fs");
compositeAnimeOutline = ShaderProgram.loadSpecificShader("Shaders/core/anime/compositeAnimeOutline.vs", "Shaders/core/anime/compositeAnimeOutline.fs");
//instantiate light manager

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@ -21,7 +21,7 @@ public class PostProcessingPipeline implements RenderPipeline {
//
RenderingEngine.normalsOutlineFrambuffer.bind(openGLState);
ShaderProgram program = Globals.assetManager.fetchShader("Shaders/anime/outlineNormals.vs", null, "Shaders/anime/outlineNormals.fs");
ShaderProgram program = Globals.assetManager.fetchShader("Shaders/core/anime/outlineNormals.vs", null, "Shaders/core/anime/outlineNormals.fs");
if(program != null){
openGLState.setActiveShader(renderPipelineState, program);

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@ -199,12 +199,12 @@ public class ShaderProgram {
String vertex_shader_path = "";
if(ContainsBones){
vertex_shader_path = "/Shaders/oit/general/VertexShader.vs";
vertex_shader_path = "/Shaders/core/oit/general/VertexShader.vs";
} else {
vertex_shader_path = "/Shaders/oit/general/VertexShaderNoBones.vs";
vertex_shader_path = "/Shaders/core/oit/general/VertexShaderNoBones.vs";
}
String fragment_shader_path = "/Shaders/oit/general/FragmentShader.fs";
String fragment_shader_path = "/Shaders/core/oit/general/FragmentShader.fs";
//
//Create ShaderProgram object
//