shade refactor

This commit is contained in:
Cody Glassman 2023-02-25 11:03:39 -08:00
parent cc5f20d66a
commit ac4787aeec
84 changed files with 737 additions and 658 deletions

View file

@ -285,17 +285,7 @@ namespace Terrain
defineMap["writeNormals"] = (it == layers.end() - 1) ? "1" : "0";
Stereo::Manager::instance().shaderStereoDefines(defineMap);
osg::ref_ptr<osg::Shader> vertexShader
= shaderManager.getShader("terrain_vertex.glsl", defineMap, osg::Shader::VERTEX);
osg::ref_ptr<osg::Shader> fragmentShader
= shaderManager.getShader("terrain_fragment.glsl", defineMap, osg::Shader::FRAGMENT);
if (!vertexShader || !fragmentShader)
{
// Try again without shader. Error already logged by above
return createPasses(false, sceneManager, layers, blendmaps, blendmapScale, layerTileSize);
}
stateset->setAttributeAndModes(shaderManager.getProgram(vertexShader, fragmentShader));
stateset->setAttributeAndModes(shaderManager.getProgram("terrain", defineMap));
stateset->addUniform(UniformCollection::value().mColorMode);
}
else