1) Shader manager: Allow to override #defines programatically

when loading a shader file.
2) Conditional compilation of environmental mapping in gouraud.fs
   using 1)
This commit is contained in:
Vojtech Bubnik 2020-12-10 13:20:18 +01:00
parent b589b9ce9c
commit 8d644fbcb6
5 changed files with 47 additions and 17 deletions

View file

@ -16,8 +16,10 @@ struct SlopeDetection
uniform vec4 uniform_color;
uniform SlopeDetection slope;
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
#if ENABLE_ENVIRONMENT_MAP
uniform sampler2D environment_tex;
uniform bool use_environment_tex;
#endif // ENABLE_ENVIRONMENT_MAP
varying vec3 clipping_planes_dots;
@ -42,8 +44,10 @@ void main()
vec3 color = slope.actived ? slope_color() : uniform_color.rgb;
// if the fragment is outside the print volume -> use darker color
color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(color, ZERO, 0.3333) : color;
#if ENABLE_ENVIRONMENT_MAP
if (use_environment_tex)
gl_FragColor = vec4(0.45 * texture2D(environment_tex, normalize(eye_normal).xy * 0.5 + 0.5).xyz + 0.8 * color * intensity.x, uniform_color.a);
else
#endif
gl_FragColor = vec4(vec3(intensity.y) + color * intensity.x, uniform_color.a);
}