From: havoc Date: Tue, 24 Aug 2010 17:19:14 +0000 (+0000) Subject: fix some HLSL shader compile errors X-Git-Tag: xonotic-v0.1.0preview~230^2~65 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=346a62627336fb1f89c9342b4d32b154b1338c1a;p=xonotic%2Fdarkplaces.git fix some HLSL shader compile errors disable check for gl_vbo in one part of surface setup code git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10418 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/gl_rmain.c b/gl_rmain.c index 3fccfffd..ad5bf726 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -2071,8 +2071,8 @@ const char *builtincgshaderstring = "#ifdef USESATURATION\n" " //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n" " float y = dot(gl_FragColor.rgb, float3(0.299, 0.587, 0.114));\n" -" //gl_FragColor = float3(y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" -" gl_FragColor.rgb = lerp(float3(y), gl_FragColor.rgb, Saturation);\n" +" //gl_FragColor = float3(y,y,y) + (gl_FragColor.rgb - float3(y)) * Saturation;\n" +" gl_FragColor.rgb = lerp(float3(y,y,y), gl_FragColor.rgb, Saturation);\n" "#endif\n" "\n" "#ifdef USEGAMMARAMPS\n" @@ -2307,7 +2307,7 @@ const char *builtincgshaderstring = " //float4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " float4 SafeScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " //SafeScreenTexCoord = gl_FragCoord.xyxy * float4(1.0 / 1920.0, 1.0 / 1200.0, 1.0 / 1920.0, 1.0 / 1200.0);\n" -" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5))).xyxy * DistortScaleRefractReflect;\n" +" float4 ScreenTexCoord = SafeScreenTexCoord + float2(normalize(tex2D(Texture_Normal, TexCoord).rgb - float3(0.5,0.5,0.5)).xy).xyxy * DistortScaleRefractReflect;\n" " // FIXME temporary hack to detect the case that the reflection\n" " // gets blackened at edges due to leaving the area that contains actual\n" " // content.\n" @@ -4752,7 +4752,7 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c NULL }; dllhandle_t d3dx9_dll = NULL; - HRESULT WINAPI (*qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); + HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); dllfunction_t d3dx9_dllfuncs[] = { {"D3DXCompileShader", (void **) &qD3DXCompileShader}, @@ -11403,7 +11403,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // when the model data has no vertex buffer (dynamic mesh), we need to // eliminate gaps - if (!rsurface.modelvertexmeshbuffer || (!gl_vbo.integer && !vid.forcevbo)) + if (!rsurface.modelvertexmeshbuffer) batchneed |= BATCHNEED_NOGAPS; // if needsupdate, we have to do a dynamic vertex batch for sure