KTX Texture compression fixed for opaque textures without an alpha channel.

KTX Texture mipmaps now loading correctly.

--HG--
extra : source : 35ac38101008024955ffa4d4c6e66f8e5be026a2
This commit is contained in:
2014-01-04 03:36:56 -08:00
parent a6fdde5978
commit 896311f0ac
6 changed files with 80 additions and 34 deletions

View File

@@ -25,11 +25,11 @@
// or implied, of Kearwood Gilbert.
//
// #extension GL_EXT_shadow_samplers : require
//#extension GL_EXT_shadow_samplers : require
#if ENABLE_RIM_COLOR == 1
uniform lowp vec3 rim_color;
uniform mediump float rim_power;
uniform lowp vec3 rim_color;
uniform mediump float rim_power;
#endif
#if FOG_TYPE > 0
@@ -116,18 +116,27 @@ uniform mediump float rim_power;
uniform sampler2D reflectionTexture;
#endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
uniform lowp vec3 material_reflection;
uniform samplerCube reflectionCubeTexture;
#if HAS_NORMAL_MAP == 1
varying highp mat3 tangent_to_world_matrix;
varying mediump vec3 eyeVec;
#define NEED_EYEVEC
uniform highp mat4 model_matrix;
#else
varying mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
varying mediump vec3 eyeVec;
#endif
#if SHADOW_QUALITY >= 1
#ifdef GL_EXT_shadow_samplers
@@ -398,4 +407,14 @@ void main()
#endif
#if ENABLE_RIM_COLOR == 1
lowp float rim = 1.0 - clamp(dot(normalize(eyeVec), normal), 0.0, 1.0);
gl_FragColor += vec4(rim_color, 1.0) * pow(rim, rim_power);
#endif
#if BONE_COUNT > 0
gl_FragColor.b = 1.0;
#endif
}

View File

@@ -29,13 +29,17 @@
// or implied, of Kearwood Gilbert.
//
attribute highp vec3 vertex_position, vertex_normal, vertex_tangent;
attribute highp vec3 vertex_position, vertex_normal;
#if HAS_NORMAL_MAP == 1
attribute highp vec3 vertex_tangent;
#endif
attribute mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
#if BONE_COUNT > 0
attribute highp vec4 bone_weights;
attribute mediump vec4 bone_indexes;
attribute highp vec4 bone_indexes;
uniform highp mat4 bone_transforms[BONE_COUNT];
#else
#define vertex_position_skinned vertex_position
@@ -134,11 +138,14 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
varying mediump float specularFactor;
#endif
#if ENABLE_RIM_COLOR == 1
#define NEED_EYEVEC
#endif
#if HAS_REFLECTION_CUBE_MAP == 1
#if HAS_NORMAL_MAP == 1
#define NEED_EYEVEC
uniform highp mat4 model_inverse_transpose_matrix;
varying mediump vec3 eyeVec;
varying highp mat3 tangent_to_world_matrix;
#else
uniform highp mat4 model_matrix;
@@ -146,6 +153,10 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#endif
#endif
#ifdef NEED_EYEVEC
varying mediump vec3 eyeVec;
#endif
#if HAS_DIFFUSE_MAP_SCALE == 1
uniform highp vec2 diffuseTexture_Scale;
#endif
@@ -168,30 +179,28 @@ void main()
mediump vec4 scaled_bone_indexes = bone_indexes;
mediump vec4 scaled_bone_weights = bone_weights;
// scaled_bone_indexes = vec4(1.0, 0.0, 0.0, 0.0);
// scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
highp vec3 vertex_position_skinned =
((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.x) +
((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.y) +
((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.z) +
((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.w);
highp vec3 vertex_normal_skinned = normalize(
((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.x) +
((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.y) +
((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.z) +
((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.w));
highp vec3 vertex_tangent_skinned = normalize(
((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.x) +
((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.y) +
((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.z) +
((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.w));
#endif
//scaled_bone_indexes = vec4(0.0, 0.0, 0.0, 0.0);
//scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
highp mat4 skin_matrix =
bone_transforms[ int(scaled_bone_indexes.x) ] * scaled_bone_weights.x +
bone_transforms[ int(scaled_bone_indexes.y) ] * scaled_bone_weights.y +
bone_transforms[ int(scaled_bone_indexes.z) ] * scaled_bone_weights.z +
bone_transforms[ int(scaled_bone_indexes.w) ] * scaled_bone_weights.w;
//skin_matrix = bone_transforms[0];
highp vec3 vertex_position_skinned = (skin_matrix * vec4(vertex_position, 1)).xyz;
highp vec3 vertex_normal_skinned = normalize(mat3(skin_matrix) * vertex_normal);
#if HAS_NORMAL_MAP == 1
highp vec3 vertex_tangent_skinned = normalize(mat3(skin_matrix) * vertex_tangent);
#endif
#endif
// Transform position
gl_Position = mvp_matrix * vec4(vertex_position_skinned,1.0);
#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_REFLECTION_MAP == 1 && ENABLE_PER_PIXEL == 1)
// Pass UV co-ordinates
@@ -244,7 +253,7 @@ void main()
#if HAS_REFLECTION_CUBE_MAP == 1
#if HAS_NORMAL_MAP == 1
eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
#else
// Calculate reflection vector as I - 2.0 * dot(N, I) * N
mediump vec3 eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
@@ -253,6 +262,9 @@ void main()
#endif
#endif
#ifdef NEED_EYEVEC
eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
#endif
#if HAS_LIGHT_MAP == 1
// Pass shadow UV co-ordinates