OSX Build now running, although some textures will not appear and the frame buffer size is hard-coded. (Will need DXT compression for desktop).

This commit is contained in:
2013-02-06 11:59:24 -08:00
parent 76116f4cc3
commit b7f3b4510a
8 changed files with 47 additions and 17 deletions

View File

@@ -25,7 +25,7 @@
// or implied, of Kearwood Gilbert.
//
#extension GL_EXT_shadow_samplers : require
//#extension GL_EXT_shadow_samplers : require
#if FOG_TYPE > 0
// FOG_TYPE 1 - Linear

View File

@@ -29,7 +29,7 @@
// or implied, of Kearwood Gilbert.
//
#extension GL_EXT_shadow_samplers : require
//#extension GL_EXT_shadow_samplers : require
varying mediump vec2 texCoord;
@@ -39,5 +39,5 @@ uniform mediump vec3 light_color;
varying lowp float intensity_modulate;
void main() {
gl_FragColor = vec4(light_color, 1.0) * shadow2DProjEXT(shadowTexture1, shadowMapCoord1) * max(1.0 - texCoord.x*texCoord.x-texCoord.y*texCoord.y, 0.0) * intensity_modulate;
gl_FragColor = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1) * max(1.0 - texCoord.x*texCoord.x-texCoord.y*texCoord.y, 0.0) * intensity_modulate;
}

View File

@@ -25,8 +25,6 @@
// or implied, of Kearwood Gilbert.
//
#extension GL_EXT_shadow_samplers : require
varying mediump vec4 shadowMapCoord1;
uniform sampler2DShadow shadowTexture1;
uniform lowp sampler2D depthFrame;
@@ -37,5 +35,5 @@ void main()
{
if(gl_FragCoord.z > texture2D(depthFrame, vec2(gl_FragCoord.xy / viewport.zw)).r) discard;
gl_FragColor = vec4(light_color, 1.0) * shadow2DProjEXT(shadowTexture1, shadowMapCoord1);
gl_FragColor = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
}

View File

@@ -25,13 +25,11 @@
// or implied, of Kearwood Gilbert.
//
#extension GL_EXT_shadow_samplers : require
varying mediump vec4 shadowMapCoord1;
uniform sampler2DShadow shadowTexture1;
uniform mediump vec3 light_color;
void main()
{
gl_FragColor = vec4(light_color, 1.0) * shadow2DProjEXT(shadowTexture1, shadowMapCoord1);
gl_FragColor = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
}