Tech ENABLE_LEGACY_OPENGL_REMOVAL - A few refactorings and fixes
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7 changed files with 30 additions and 26 deletions
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@ -6,5 +6,5 @@ in vec2 tex_coord;
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void main()
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{
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gl_FragColor = texture2D(uniform_texture, tex_coord);
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gl_FragColor = texture(uniform_texture, tex_coord);
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}
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@ -74,7 +74,7 @@ void main()
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#ifdef ENABLE_ENVIRONMENT_MAP
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if (use_environment_tex)
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gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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gl_FragColor = vec4(0.45 * texture(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, alpha);
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else
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#endif
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gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, alpha);
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@ -1,4 +1,4 @@
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#version 110
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#version 140
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uniform sampler2D Texture;
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@ -7,5 +7,5 @@ in vec4 Frag_Color;
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void main()
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{
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gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
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gl_FragColor = Frag_Color * texture(Texture, Frag_UV.st);
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}
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@ -12,7 +12,7 @@ in vec2 tex_coord;
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vec4 svg_color()
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{
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// takes foreground from texture
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vec4 fore_color = texture2D(texture, tex_coord);
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vec4 fore_color = texture(texture, tex_coord);
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// calculates radial gradient
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vec3 back_color = vec3(mix(back_color_light, back_color_dark, smoothstep(0.0, 0.5, length(abs(tex_coord.xy) - vec2(0.5)))));
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@ -24,7 +24,7 @@ vec4 svg_color()
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vec4 non_svg_color()
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{
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// takes foreground from texture
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vec4 color = texture2D(texture, tex_coord);
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vec4 color = texture(texture, tex_coord);
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return vec4(color.rgb, transparent_background ? color.a * 0.25 : color.a);
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}
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@ -34,8 +34,8 @@ void main()
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// Sample the Z texture. Texture coordinates are normalized to <0, 1>.
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vec4 color = vec4(0.25, 0.25, 0.25, 1.0);
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if (z_texture_row >= 0.0)
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color = mix(texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
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texture2D(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
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color = mix(texture(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row + 0.5 )), -10000.),
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texture(z_texture, vec2(z_texture_col, z_texture_row_to_normalized * (z_texture_row * 2. + 1.)), 10000.), lod);
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// Mix the final color.
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gl_FragColor = vec4(vec3(intensity.y), 1.0) + intensity.x * mix(color, vec4(1.0, 1.0, 0.0, 1.0), z_blend);
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}
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