rename shader variables to avoid keywords

This commit is contained in:
Edgaru089 2022-02-16 20:33:16 +08:00
parent 565e0390f3
commit ff838b8e85
3 changed files with 9 additions and 9 deletions

View File

@ -25,7 +25,7 @@ float fragDepthView;
in vec2 fragPosScreen; in vec2 fragPosScreen;
layout (location = 0) out float output; layout (location = 0) out float outputColor;
// A random number generator from the web. // A random number generator from the web.
@ -74,5 +74,5 @@ void main() {
occlusion += (sampleDepth >= viewpos.z/viewpos.w + bias ? 1.0 : 0.0) * rangeCheck; occlusion += (sampleDepth >= viewpos.z/viewpos.w + bias ? 1.0 : 0.0) * rangeCheck;
} }
output = 1.0 - (occlusion / SSAO_SAMPLE_COUNT); outputColor = 1.0 - (occlusion / SSAO_SAMPLE_COUNT);
} }

View File

@ -1,21 +1,21 @@
#version 330 #version 330
uniform sampler2D input; uniform sampler2D tex;
uniform vec2 screenSize; uniform vec2 screenSize;
in vec2 fragPosScreen; in vec2 fragPosScreen;
layout (location = 0) out float output; layout (location = 0) out float outputColor;
void main() { void main() {
output = 0; outputColor = 0;
for (int i = -3; i <= 3; i++) for (int i = -3; i <= 3; i++)
for (int j = -3; j <= 3; j++) for (int j = -3; j <= 3; j++)
output += texture(input, fragPosScreen + vec2(i, j) / screenSize).r; outputColor += texture(tex, fragPosScreen + vec2(i, j) / screenSize).r;
output /= 49.0; outputColor /= 49.0;
output *= output; outputColor *= outputColor;
} }

View File

@ -233,7 +233,7 @@ func (r *WorldRenderer) Init(w *world.World) (err error) {
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST) gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.ambient, 0) gl.FramebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, r.ssao.ambient, 0)
r.ssao.blur.shader.SetUniformTextureHandle("input", r.ssao.ambient) r.ssao.blur.shader.SetUniformTextureHandle("tex", r.ssao.ambient)
// uniform buffer object for samples // uniform buffer object for samples
ssaoSamples := make([]itype.Vec4f, SSAOSampleCount) ssaoSamples := make([]itype.Vec4f, SSAOSampleCount)
for i := range ssaoSamples { for i := range ssaoSamples {