Commit ec2538cb authored by Michele Bosi's avatar Michele Bosi

Renamed GLSL shaders

parent 0f250193
......@@ -154,47 +154,47 @@ void VividRenderer::initShaders()
mShaderFrontBlend = new GLSLProgram();
mShaderFrontFinal = new GLSLProgram();
mShaderOutline2D->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/outline2d_vertex.glsl" ) );
mShaderOutline2D->attachShader( new GLSLFragmentShader( SHADER_PATH "front_peeling/outline2d_fragment.glsl" ) );
mShaderOutline2D->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/outline2d.vs" ) );
mShaderOutline2D->attachShader( new GLSLFragmentShader( SHADER_PATH "front_peeling/outline2d.fs" ) );
mShaderOutline2D->linkProgram();
//mShaderOutline3D->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade_vertex_outline.glsl" ) );
//mShaderOutline3D->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/outline3d_fragment.glsl" ) );
//mShaderOutline3D->attachShader( new GLSLGeometryShader(SHADER_PATH "front_peeling/outline.geom" ) );
//mShaderOutline3D->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade_outline.vs" ) );
//mShaderOutline3D->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/outline3d.fs" ) );
//mShaderOutline3D->attachShader( new GLSLGeometryShader(SHADER_PATH "front_peeling/outline.gs" ) );
//mShaderOutline3D->linkProgram();
mShaderFrontInit_S->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade_vertex_outline.glsl" ) );
mShaderFrontInit_S->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/shade_fragment.glsl" ) );
mShaderFrontInit_S->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/init_fragment.glsl" ) );
mShaderFrontInit_S->attachShader( new GLSLGeometryShader(SHADER_PATH "front_peeling/outline.geom" ) );
mShaderFrontInit_S->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade_outline.vs" ) );
mShaderFrontInit_S->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/shade.fs" ) );
mShaderFrontInit_S->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/init.fs" ) );
mShaderFrontInit_S->attachShader( new GLSLGeometryShader(SHADER_PATH "front_peeling/outline.gs" ) );
mShaderFrontInit_S->gocUniform("vl_Vivid.outline3DRendering")->setUniformI( 1 );
mShaderFrontInit_S->linkProgram();
//mShaderFrontPeel_S->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade_vertex_outline.glsl" ) );
//mShaderFrontPeel_S->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/shade_fragment.glsl" ) );
//mShaderFrontPeel_S->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/peel_fragment.glsl" ) );
//mShaderFrontPeel_S->attachShader( new GLSLGeometryShader(SHADER_PATH "front_peeling/outline.geom" ) );
//mShaderFrontPeel_S->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade_outline.vs" ) );
//mShaderFrontPeel_S->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/shade.fs" ) );
//mShaderFrontPeel_S->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/peel.fs" ) );
//mShaderFrontPeel_S->attachShader( new GLSLGeometryShader(SHADER_PATH "front_peeling/outline.gs" ) );
//mShaderFrontPeel_S->gocUniform("vl_Vivid.outline3DRendering")->setUniformI( 1 );
//mShaderFrontPeel_S->linkProgram();
mShaderFrontInit->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade_vertex.glsl" ) );
mShaderFrontInit->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/shade_fragment.glsl" ) );
mShaderFrontInit->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/init_fragment.glsl" ) );
mShaderFrontInit->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade.vs" ) );
mShaderFrontInit->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/shade.fs" ) );
mShaderFrontInit->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/init.fs" ) );
mShaderFrontInit->gocUniform("vl_Vivid.outline3DRendering")->setUniformI( 0 );
mShaderFrontInit->linkProgram();
mShaderFrontPeel->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade_vertex.glsl" ) );
mShaderFrontPeel->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/shade_fragment.glsl" ) );
mShaderFrontPeel->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/peel_fragment.glsl" ) );
mShaderFrontPeel->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/shade.vs" ) );
mShaderFrontPeel->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/shade.fs" ) );
mShaderFrontPeel->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/peel.fs" ) );
mShaderFrontPeel->gocUniform("vl_Vivid.outline3DRendering")->setUniformI( 0 );
mShaderFrontPeel->linkProgram();
mShaderFrontBlend->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/blend_vertex.glsl" ) );
mShaderFrontBlend->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/blend_fragment.glsl" ) );
mShaderFrontBlend->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/blend.vs" ) );
mShaderFrontBlend->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/blend.fs" ) );
mShaderFrontBlend->linkProgram();
mShaderFrontFinal->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/final_vertex.glsl" ) );
mShaderFrontFinal->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/final_fragment.glsl" ) );
mShaderFrontFinal->attachShader( new GLSLVertexShader( SHADER_PATH "front_peeling/final.vs" ) );
mShaderFrontFinal->attachShader( new GLSLFragmentShader(SHADER_PATH "front_peeling/final.fs" ) );
mShaderFrontFinal->linkProgram();
// printf( "Shaders %s (%.1fs)\n\n", this->shadersReady() ? "ready." : "error.", Time::currentTime() - t0 );
......
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