From 9cdb1cadcbc38cf6f160c14707aa910b6529e1f0 Mon Sep 17 00:00:00 2001 From: luboslenco Date: Sat, 16 Nov 2024 00:43:40 +0100 Subject: [PATCH] More gles fixes --- armorpaint/shaders/dilate_pass.frag.glsl | 2 +- base/shaders/ssao_blur_pass.frag.glsl | 2 +- base/shaders/std/shirr.glsl | 44 ------------------------ 3 files changed, 2 insertions(+), 46 deletions(-) diff --git a/armorpaint/shaders/dilate_pass.frag.glsl b/armorpaint/shaders/dilate_pass.frag.glsl index b5fc22b5..e6df46aa 100644 --- a/armorpaint/shaders/dilate_pass.frag.glsl +++ b/armorpaint/shaders/dilate_pass.frag.glsl @@ -7,7 +7,7 @@ uniform float dilate_radius; in vec2 tex_coord; out vec4 frag_color; -#ifdef GL_ES +#ifdef ESSL #define CONST_ARRAY_BEGIN(t, v, n) const t v[n] = t[]( #define CONST_ARRAY_END() ); #else diff --git a/base/shaders/ssao_blur_pass.frag.glsl b/base/shaders/ssao_blur_pass.frag.glsl index 255fdf23..3adfea70 100644 --- a/base/shaders/ssao_blur_pass.frag.glsl +++ b/base/shaders/ssao_blur_pass.frag.glsl @@ -9,7 +9,7 @@ uniform vec2 dir_inv; in vec2 tex_coord; out float frag_color; -#ifdef GL_ES +#ifdef ESSL #define CONST_ARRAY_BEGIN(t, v, n) const t v[n] = t[]( #define CONST_ARRAY_END() ); #else diff --git a/base/shaders/std/shirr.glsl b/base/shaders/std/shirr.glsl index 1d0b0b99..c92b0968 100644 --- a/base/shaders/std/shirr.glsl +++ b/base/shaders/std/shirr.glsl @@ -1,46 +1,4 @@ -#ifdef GL_ES - -vec3 sh_irradiance(const vec3 nor, const vec4 shirr[7]) { - const vec3 c1 = vec3(0.429043, 0.429043, 0.429043); - const vec3 c2 = vec3(0.511664, 0.511664, 0.511664); - const vec3 c3 = vec3(0.743125, 0.743125, 0.743125); - const vec3 c4 = vec3(0.886227, 0.886227, 0.886227); - const vec3 c5 = vec3(0.247708, 0.247708, 0.247708); - // TODO: Use padding for 4th component and pass shirr[].xyz directly - vec3 cl00 = vec3(shirr[0].x, shirr[0].y, shirr[0].z); - vec3 cl1m1 = vec3(shirr[0].w, shirr[1].x, shirr[1].y); - vec3 cl10 = vec3(shirr[1].z, shirr[1].w, shirr[2].x); - vec3 cl11 = vec3(shirr[2].y, shirr[2].z, shirr[2].w); - vec3 cl2m2 = vec3(shirr[3].x, shirr[3].y, shirr[3].z); - vec3 cl2m1 = vec3(shirr[3].w, shirr[4].x, shirr[4].y); - vec3 cl20 = vec3(shirr[4].z, shirr[4].w, shirr[5].x); - vec3 cl21 = vec3(shirr[5].y, shirr[5].z, shirr[5].w); - vec3 cl22 = vec3(shirr[6].x, shirr[6].y, shirr[6].z); - float a1 = nor.y * nor.y - (-nor.z) * (-nor.z); - float a2 = nor.x * nor.x; - float a3 = nor.y * (-nor.z); - float a4 = nor.y * nor.x; - float a5 = (-nor.z) * nor.x; - float a6 = nor.y; - float a7 = (-nor.z); - float a8 = nor.x; - return ( - c1 * cl22 * vec3(a1, a1, a1) + - c3 * cl20 * vec3(a2, a2, a2) + - c4 * cl00 - - c5 * cl20 + - vec3(2.0, 2.0, 2.0) * c1 * cl2m2 * vec3(a3, a3, a3) + - vec3(2.0, 2.0, 2.0) * c1 * cl21 * vec3(a4, a4, a4) + - vec3(2.0, 2.0, 2.0) * c1 * cl2m1 * vec3(a5, a5, a5) + - vec3(2.0, 2.0, 2.0) * c2 * cl11 * vec3(a6, a6, a6) + - vec3(2.0, 2.0, 2.0) * c2 * cl1m1 * vec3(a7, a7, a7) + - vec3(2.0, 2.0, 2.0) * c2 * cl10 * vec3(a8, a8, a8) - ); -} - -#else - vec3 sh_irradiance(const vec3 nor, const vec4 shirr[7]) { const float c1 = 0.429043; const float c2 = 0.511664; @@ -70,5 +28,3 @@ vec3 sh_irradiance(const vec3 nor, const vec4 shirr[7]) { 2.0 * c2 * cl10 * nor.x ); } - -#endif