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shade refactor
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84 changed files with 737 additions and 658 deletions
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@ -922,7 +922,7 @@ void SceneUtil::MWShadowTechnique::setupCastingShader(Shader::ShaderManager & sh
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{
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// This can't be part of the constructor as OSG mandates that there be a trivial constructor available
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osg::ref_ptr<osg::Shader> castingVertexShader = shaderManager.getShader("shadowcasting_vertex.glsl", { }, osg::Shader::VERTEX);
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osg::ref_ptr<osg::Shader> castingVertexShader = shaderManager.getShader("shadowcasting.vert");
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osg::ref_ptr<osg::GLExtensions> exts = osg::GLExtensions::Get(0, false);
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std::string useGPUShader4 = exts && exts->isGpuShader4Supported ? "1" : "0";
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for (int alphaFunc = GL_NEVER; alphaFunc <= GL_ALWAYS; ++alphaFunc)
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@ -930,11 +930,11 @@ void SceneUtil::MWShadowTechnique::setupCastingShader(Shader::ShaderManager & sh
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auto& program = _castingPrograms[alphaFunc - GL_NEVER];
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program = new osg::Program();
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program->addShader(castingVertexShader);
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program->addShader(shaderManager.getShader("shadowcasting_fragment.glsl", { {"alphaFunc", std::to_string(alphaFunc)},
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program->addShader(shaderManager.getShader("shadowcasting.frag", { {"alphaFunc", std::to_string(alphaFunc)},
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{"alphaToCoverage", "0"},
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{"adjustCoverage", "1"},
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{"useGPUShader4", useGPUShader4}
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}, osg::Shader::FRAGMENT));
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}));
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}
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}
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