From 0c7cb99d78f0dd190aa23e8b3191b6af79b69c1e Mon Sep 17 00:00:00 2001 From: rogerman Date: Thu, 18 Jul 2024 12:17:25 -0700 Subject: [PATCH] OpenGL Renderer: Greatly simplify the fog rendering pass. - There is no more need to switch to the working texture as the destination for the fog output. This change will be essential for future commits. - The dual-source blending method has been obsoleted and removed. - FBOs are no longer required for the fog feature, easing requirements for ancient GPUs. - Ancient GPUs may see a small performance benefit due to shader simplification. --- desmume/src/OGLRender.cpp | 75 +++++++++++--------- desmume/src/OGLRender.h | 57 ++++++++++++++- desmume/src/OGLRender_3_2.cpp | 128 ++++++++++------------------------ desmume/src/OGLRender_3_2.h | 1 - desmume/src/OGLRender_ES3.cpp | 7 -- 5 files changed, 133 insertions(+), 135 deletions(-) diff --git a/desmume/src/OGLRender.cpp b/desmume/src/OGLRender.cpp index 0c68d4d0a..d5024b873 100644 --- a/desmume/src/OGLRender.cpp +++ b/desmume/src/OGLRender.cpp @@ -646,20 +646,17 @@ void main() \n\ static const char *FogFragShader_100 = {"\ varying vec2 texCoord;\n\ \n\ -uniform sampler2D texInFragColor;\n\ uniform sampler2D texInFragDepth;\n\ uniform sampler2D texInFogAttributes;\n\ uniform sampler1D texFogDensityTable;\n\ uniform bool stateEnableFogAlphaOnly;\n\ -uniform vec4 stateFogColor;\n\ \n\ void main()\n\ {\n\ - vec4 inFragColor = texture2D(texInFragColor, texCoord);\n\ float inFragDepth = texture2D(texInFragDepth, texCoord).r;\n\ vec4 inFogAttributes = texture2D(texInFogAttributes, texCoord);\n\ bool polyEnableFog = (inFogAttributes.r > 0.999);\n\ - vec4 newFoggedColor = inFragColor;\n\ + vec4 outFogWeight = vec4(0.0);\n\ \n\ float fogMixWeight = 0.0;\n\ if (FOG_STEP == 0)\n\ @@ -673,10 +670,10 @@ void main()\n\ \n\ if (polyEnableFog)\n\ {\n\ - newFoggedColor = mix(inFragColor, (stateEnableFogAlphaOnly) ? vec4(inFragColor.rgb, stateFogColor.a) : stateFogColor, fogMixWeight);\n\ + outFogWeight = (stateEnableFogAlphaOnly) ? vec4(vec3(0.0), fogMixWeight) : vec4(fogMixWeight);\n\ }\n\ \n\ - gl_FragColor = newFoggedColor;\n\ + gl_FragColor = outFogWeight;\n\ }\n\ "}; @@ -2753,7 +2750,7 @@ Render3DError OpenGLRenderer_1_2::InitExtensions() this->willFlipAndConvertFramebufferOnGPU = this->isShaderSupported && this->isVBOSupported; this->willFlipOnlyFramebufferOnGPU = this->willFlipAndConvertFramebufferOnGPU || this->_isFBOBlitSupported; this->_deviceInfo.isEdgeMarkSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported; - this->_deviceInfo.isFogSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported; + this->_deviceInfo.isFogSupported = this->isShaderSupported && this->isVBOSupported; this->_deviceInfo.isTextureSmoothingSupported = this->isShaderSupported; this->_isDepthLEqualPolygonFacingSupported = this->isShaderSupported && this->isVBOSupported && this->isFBOSupported; @@ -3584,7 +3581,6 @@ Render3DError OpenGLRenderer_1_2::CreateFogProgram(const OGLFogProgramKey fogPro glUniform1i(uniformTexFogDensityTable, OGLTextureUnitID_LookupTable); OGLRef.uniformStateEnableFogAlphaOnly = glGetUniformLocation(shaderID.program, "stateEnableFogAlphaOnly"); - OGLRef.uniformStateFogColor = glGetUniformLocation(shaderID.program, "stateFogColor"); return OGLERROR_NOERR; } @@ -4698,32 +4694,30 @@ Render3DError OpenGLRenderer_1_2::PostprocessFramebuffer() return OGLERROR_NOERR; } + if ( !(this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported) && + !(this->_enableFog && this->_deviceInfo.isFogSupported) ) + { + return OGLERROR_NOERR; + } + OGLRenderRef &OGLRef = *this->ref; - if ( (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported) || - (this->_enableFog && this->_deviceInfo.isFogSupported) ) + // Set up the postprocessing states + glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); + glDisable(GL_DEPTH_TEST); + + glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID); + + if (this->isVAOSupported) { - // Set up the postprocessing states - glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); - glDisable(GL_DEPTH_TEST); - - glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID); - - if (this->isVAOSupported) - { - glBindVertexArray(OGLRef.vaoPostprocessStatesID); - } - else - { - glEnableVertexAttribArray(OGLVertexAttributeID_Position); - glEnableVertexAttribArray(OGLVertexAttributeID_TexCoord0); - glVertexAttribPointer(OGLVertexAttributeID_Position, 2, GL_FLOAT, GL_FALSE, 0, 0); - glVertexAttribPointer(OGLVertexAttributeID_TexCoord0, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(sizeof(GLfloat) * 8)); - } + glBindVertexArray(OGLRef.vaoPostprocessStatesID); } else { - return OGLERROR_NOERR; + glEnableVertexAttribArray(OGLVertexAttributeID_Position); + glEnableVertexAttribArray(OGLVertexAttributeID_TexCoord0); + glVertexAttribPointer(OGLVertexAttributeID_Position, 2, GL_FLOAT, GL_FALSE, 0, 0); + glVertexAttribPointer(OGLVertexAttributeID_TexCoord0, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *)(sizeof(GLfloat) * 8)); } if (this->_enableEdgeMark && this->_deviceInfo.isEdgeMarkSupported) @@ -4795,16 +4789,28 @@ Render3DError OpenGLRenderer_1_2::PostprocessFramebuffer() OGLFogShaderID shaderID = this->_fogProgramMap[this->_fogProgramKey.key]; - glDrawBuffer(OGL_WORKING_ATTACHMENT_ID); + if (this->isFBOSupported) + { + glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID); + } + glUseProgram(shaderID.program); glUniform1i(OGLRef.uniformStateEnableFogAlphaOnly, this->_pendingRenderStates.enableFogAlphaOnly); - glUniform4fv(OGLRef.uniformStateFogColor, 1, (const GLfloat *)&this->_pendingRenderStates.fogColor); + glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); + glBlendColor( this->_pendingRenderStates.fogColor.r, + this->_pendingRenderStates.fogColor.g, + this->_pendingRenderStates.fogColor.b, + this->_pendingRenderStates.fogColor.a ); + + glDisable(GL_DEPTH_TEST); glDisable(GL_STENCIL_TEST); - glDisable(GL_BLEND); + glEnable(GL_BLEND); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - this->_lastTextureDrawTarget = OGLTextureUnitID_FinalColor; + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_DST_ALPHA); + glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); } if (this->isVAOSupported) @@ -4826,6 +4832,11 @@ Render3DError OpenGLRenderer_1_2::EndRender() texCache.Evict(); this->ReadBackPixels(); + GLenum oglerror = glGetError(); + if (oglerror != GL_NO_ERROR) + { + INFO("OpenGL: error = %i\n", (int)oglerror); + } ENDGL(); diff --git a/desmume/src/OGLRender.h b/desmume/src/OGLRender.h index 2153e3960..bfa917086 100644 --- a/desmume/src/OGLRender.h +++ b/desmume/src/OGLRender.h @@ -28,7 +28,7 @@ #include "types.h" // OPENGL PLATFORM-SPECIFIC INCLUDES -#if defined(__ANGLE__) || defined(__ANDROID__) +#if defined(__ANGLE__) || defined(__ANDROID__) || defined(__linux__) #define OPENGL_VARIANT_ES #define _NO_SDL_TYPES #include @@ -331,7 +331,10 @@ EXTERNOGLEXT(PFNGLDELETERENDERBUFFERSEXTPROC, glDeleteRenderbuffersEXT) // modification. In other words, these are one-to-one drop-in replacements. typedef GLclampf GLclampd; #define glClearDepth(depth) glClearDepthf(depth) + +#ifndef OPENGL_VARIANT_ES #define glDrawBuffer(x) glDrawBuffers(1, ((GLenum[]){x})) +#endif // 1D textures may not exist for a particular OpenGL variant, so they will be promoted to // 2D textures instead. Implementations need to modify their GLSL shaders accordingly to @@ -627,8 +630,16 @@ struct OGLRenderRef GLuint fboClearImageID; GLuint fboRenderID; + GLuint fboRenderColor0ID[8]; + GLuint fboRenderWorking0ID[8]; + GLuint fboPolyID; + GLuint fboFogAttrID; GLuint fboFramebufferFlipID; + GLuint fboColorOutMainID; + GLuint fboColorOutWorkingID; GLuint fboMSIntermediateRenderID; + GLuint fboMSIntermediateRenderColor0ID[8]; + GLuint fboMSFogAttrID; GLuint selectedRenderingFBO; // Shader states @@ -658,7 +669,6 @@ struct OGLRenderRef GLint uniformStateEnableFogAlphaOnly; GLint uniformStateClearPolyID; GLint uniformStateClearDepth; - GLint uniformStateFogColor; GLint uniformStateAlphaTestRef[256]; GLint uniformPolyTexScale[256]; @@ -1030,4 +1040,47 @@ public: virtual Render3DError RenderFlush(bool willFlushBuffer32, bool willFlushBuffer16); }; +#ifdef OPENGL_VARIANT_ES + +#define glDrawBuffer my_glDrawBuffer +/* +static inline void my_glDrawBuffer(GLenum attach) { + switch(attach) { + case GL_NONE: { + GLenum bufs[1] = {GL_NONE }; + glDrawBuffers(1, bufs); + break; + } + case GL_COLOR_ATTACHMENT0: { + GLenum bufs[1] = { attach }; + glDrawBuffers(1, bufs); + break; + } + case GL_COLOR_ATTACHMENT1: { + GLenum bufs[2] = {GL_NONE, attach }; + glDrawBuffers(2, bufs); + break; + } + case GL_COLOR_ATTACHMENT2: { + GLenum bufs[3] = {GL_NONE, GL_NONE, attach }; + glDrawBuffers(3, bufs); + break; + } + case GL_COLOR_ATTACHMENT3: { + GLenum bufs[4] = {GL_NONE, GL_NONE, GL_NONE, attach }; + glDrawBuffers(4, bufs); + break; + } + } +} +*/ + +static inline void my_glDrawBuffer(GLenum attach) +{ + GLenum bufs[] = {attach}; + glDrawBuffers(1, bufs); +} + +#endif + #endif // OGLRENDER_H diff --git a/desmume/src/OGLRender_3_2.cpp b/desmume/src/OGLRender_3_2.cpp index 6ab93abb8..6b43a376d 100644 --- a/desmume/src/OGLRender_3_2.cpp +++ b/desmume/src/OGLRender_3_2.cpp @@ -559,45 +559,28 @@ uniform sampler2D texInFragDepth;\n\ uniform sampler2D texInFogAttributes;\n\ uniform sampler2D texFogDensityTable;\n\ \n\ -#if USE_DUAL_SOURCE_BLENDING\n\ -OUT_FOG_COLOR vec4 outFogColor;\n\ -OUT_FOG_WEIGHT vec4 outFogWeight;\n\ -#else\n\ -uniform sampler2D texInFragColor;\n\ -OUT_COLOR vec4 outFragColor;\n\ -#endif\n\ +OUT_COLOR vec4 outFogWeight;\n\ \n\ void main()\n\ {\n\ -#if USE_DUAL_SOURCE_BLENDING\n\ - outFogColor = state.fogColor;\n\ - outFogWeight = vec4(0.0);\n\ -#else\n\ - outFragColor = texture(texInFragColor, texCoord);\n\ -#endif\n\ - \n\ float inFragDepth = texture(texInFragDepth, texCoord).r;\n\ vec4 inFogAttributes = texture(texInFogAttributes, texCoord);\n\ bool polyEnableFog = (inFogAttributes.r > 0.999);\n\ - \n\ - float fogMixWeight = 0.0;\n\ - if (FOG_STEP == 0)\n\ - {\n\ - fogMixWeight = texture( texFogDensityTable, vec2( (inFragDepth <= FOG_OFFSETF) ? 0.0 : 1.0, 0.0 ) ).r;\n\ - }\n\ - else\n\ - {\n\ - fogMixWeight = texture( texFogDensityTable, vec2( (inFragDepth * (1024.0/float(FOG_STEP))) + (((-float(FOG_OFFSET)/float(FOG_STEP)) - 0.5) / 32.0), 0.0 ) ).r;\n\ - }\n\ + outFogWeight = vec4(0.0);\n\ \n\ if (polyEnableFog)\n\ {\n\ + float fogMixWeight = 0.0;\n\ + if (FOG_STEP == 0)\n\ + {\n\ + fogMixWeight = texture( texFogDensityTable, vec2( (inFragDepth <= FOG_OFFSETF) ? 0.0 : 1.0, 0.0 ) ).r;\n\ + }\n\ + else\n\ + {\n\ + fogMixWeight = texture( texFogDensityTable, vec2( (inFragDepth * (1024.0/float(FOG_STEP))) + (((-float(FOG_OFFSET)/float(FOG_STEP)) - 0.5) / 32.0), 0.0 ) ).r;\n\ + }\n\ \n\ -#if USE_DUAL_SOURCE_BLENDING\n\ outFogWeight = (state.enableFogAlphaOnly) ? vec4(vec3(0.0), fogMixWeight) : vec4(fogMixWeight);\n\ -#else\n\ - outFragColor = mix(outFragColor, (state.enableFogAlphaOnly) ? vec4(outFragColor.rgb, state.fogColor.a) : state.fogColor, fogMixWeight);\n\ -#endif\n\ }\n\ }\n\ "}; @@ -649,7 +632,6 @@ OpenGLRenderer_3_2::OpenGLRenderer_3_2() _is64kUBOSupported = false; _isTBOSupported = false; _isShaderFixedLocationSupported = false; - _isDualSourceBlendingSupported = false; _isSampleShadingSupported = false; _isConservativeDepthSupported = false; _isConservativeDepthAMDSupported = false; @@ -716,9 +698,6 @@ Render3DError OpenGLRenderer_3_2::InitExtensions() this->willFlipOnlyFramebufferOnGPU = true; this->willFlipAndConvertFramebufferOnGPU = true; -#ifdef GL_VERSION_3_3 - this->_isDualSourceBlendingSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_blend_func_extended"); -#endif this->_isSampleShadingSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_sample_shading"); this->_isConservativeDepthSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_ARB_conservative_depth") && IsOpenGLDriverVersionSupported(4, 0, 0); this->_isConservativeDepthAMDSupported = this->IsExtensionPresent(&oglExtensionSet, "GL_AMD_conservative_depth") && IsOpenGLDriverVersionSupported(4, 0, 0); @@ -1812,8 +1791,6 @@ Render3DError OpenGLRenderer_3_2::CreateFogProgram(const OGLFogProgramKey fogPro } std::stringstream fsHeader; - fsHeader << "#define USE_DUAL_SOURCE_BLENDING " << ((this->_isDualSourceBlendingSupported) ? 1 : 0) << "\n"; - fsHeader << "\n"; fsHeader << "#define FOG_OFFSET " << fogOffset << "\n"; fsHeader << "#define FOG_OFFSETF " << fogOffsetf << (((fogOffsetf == 0.0f) || (fogOffsetf == 1.0f)) ? ".0" : "") << "\n"; fsHeader << "#define FOG_STEP " << fogStep << "\n"; @@ -1821,14 +1798,10 @@ Render3DError OpenGLRenderer_3_2::CreateFogProgram(const OGLFogProgramKey fogPro if (this->_isShaderFixedLocationSupported) { - fsHeader << "#define OUT_FOG_COLOR layout (location = 0, index = 0) out\n"; - fsHeader << "#define OUT_FOG_WEIGHT layout (location = 0, index = 1) out\n"; fsHeader << "#define OUT_COLOR layout (location = 0) out\n"; } else { - fsHeader << "#define OUT_FOG_COLOR out\n"; - fsHeader << "#define OUT_FOG_WEIGHT out\n"; fsHeader << "#define OUT_COLOR out\n"; } @@ -1860,18 +1833,7 @@ Render3DError OpenGLRenderer_3_2::CreateFogProgram(const OGLFogProgramKey fogPro { glBindAttribLocation(shaderID.program, OGLVertexAttributeID_Position, "inPosition"); glBindAttribLocation(shaderID.program, OGLVertexAttributeID_TexCoord0, "inTexCoord0"); - -#ifdef GL_VERSION_3_3 - if (this->_isDualSourceBlendingSupported) - { - glBindFragDataLocationIndexed(shaderID.program, 0, 0, "outFogColor"); - glBindFragDataLocationIndexed(shaderID.program, 0, 1, "outFogWeight"); - } - else -#endif - { - glBindFragDataLocation(shaderID.program, 0, "outFragColor"); - } + glBindFragDataLocation(shaderID.program, 0, "outFogWeight"); } #endif @@ -1897,12 +1859,6 @@ Render3DError OpenGLRenderer_3_2::CreateFogProgram(const OGLFogProgramKey fogPro glUniform1i(uniformTexGFog, OGLTextureUnitID_FogAttr); glUniform1i(uniformTexFogDensityTable, OGLTextureUnitID_LookupTable); - if (!this->_isDualSourceBlendingSupported) - { - const GLint uniformTexGColor = glGetUniformLocation(shaderID.program, "texInFragColor"); - glUniform1i(uniformTexGColor, OGLTextureUnitID_GColor); - } - return OGLERROR_NOERR; } @@ -2498,26 +2454,20 @@ Render3DError OpenGLRenderer_3_2::BeginRender(const GFX3D_State &renderState, co Render3DError OpenGLRenderer_3_2::PostprocessFramebuffer() { - if (this->_clippedPolyCount < 1) + if ( (this->_clippedPolyCount < 1) || + (!this->_enableEdgeMark && !this->_enableFog) ) { return OGLERROR_NOERR; } OGLRenderRef &OGLRef = *this->ref; - if (this->_enableEdgeMark || this->_enableFog) - { - // Set up the postprocessing states - glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); - glDisable(GL_DEPTH_TEST); - - glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID); - glBindVertexArray(OGLRef.vaoPostprocessStatesID); - } - else - { - return OGLERROR_NOERR; - } + // Set up the postprocessing states + glViewport(0, 0, (GLsizei)this->_framebufferWidth, (GLsizei)this->_framebufferHeight); + glDisable(GL_DEPTH_TEST); + + glBindBuffer(GL_ARRAY_BUFFER, OGLRef.vboPostprocessVtxID); + glBindVertexArray(OGLRef.vaoPostprocessStatesID); if (this->_enableEdgeMark) { @@ -2571,31 +2521,23 @@ Render3DError OpenGLRenderer_3_2::PostprocessFramebuffer() } OGLFogShaderID shaderID = this->_fogProgramMap[this->_fogProgramKey.key]; + glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID); glUseProgram(shaderID.program); - glDisable(GL_STENCIL_TEST); -#ifdef GL_VERSION_3_3 - if (this->_isDualSourceBlendingSupported) - { - glDrawBuffer(OGL_COLOROUT_ATTACHMENT_ID); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC1_COLOR, GL_ONE_MINUS_SRC1_COLOR); - glBlendEquation(GL_FUNC_ADD); - - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_DST_ALPHA); - glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); - } - else -#endif - { - glDrawBuffer(OGL_WORKING_ATTACHMENT_ID); - glDisable(GL_BLEND); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - - this->_lastTextureDrawTarget = OGLTextureUnitID_FinalColor; - } + glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_CONSTANT_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); + glBlendColor( this->_pendingRenderStates.fogColor.r, + this->_pendingRenderStates.fogColor.g, + this->_pendingRenderStates.fogColor.b, + this->_pendingRenderStates.fogColor.a ); + + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glEnable(GL_BLEND); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_DST_ALPHA); + glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); } glBindVertexArray(0); diff --git a/desmume/src/OGLRender_3_2.h b/desmume/src/OGLRender_3_2.h index 700b9497c..ee47a905a 100644 --- a/desmume/src/OGLRender_3_2.h +++ b/desmume/src/OGLRender_3_2.h @@ -64,7 +64,6 @@ protected: bool _is64kUBOSupported; bool _isTBOSupported; bool _isShaderFixedLocationSupported; - bool _isDualSourceBlendingSupported; bool _isSampleShadingSupported; bool _isConservativeDepthSupported; bool _isConservativeDepthAMDSupported; diff --git a/desmume/src/OGLRender_ES3.cpp b/desmume/src/OGLRender_ES3.cpp index 1004c5468..83270710f 100644 --- a/desmume/src/OGLRender_ES3.cpp +++ b/desmume/src/OGLRender_ES3.cpp @@ -778,14 +778,10 @@ Render3DError OpenGLESRenderer_3_0::CreateFogProgram(const OGLFogProgramKey fogP vsHeader << "#define IN_VTX_COLOR layout (location = " << OGLVertexAttributeID_Color << ") in\n"; std::stringstream fsHeader; - fsHeader << "#define USE_DUAL_SOURCE_BLENDING " << ((this->_isDualSourceBlendingSupported) ? 1 : 0) << "\n"; - fsHeader << "\n"; fsHeader << "#define FOG_OFFSET " << fogOffset << "\n"; fsHeader << "#define FOG_OFFSETF " << fogOffsetf << (((fogOffsetf == 0.0f) || (fogOffsetf == 1.0f)) ? ".0" : "") << "\n"; fsHeader << "#define FOG_STEP " << fogStep << "\n"; fsHeader << "\n"; - fsHeader << "#define OUT_FOG_COLOR layout (location = 0, index = 0) out\n"; - fsHeader << "#define OUT_FOG_WEIGHT layout (location = 0, index = 1) out\n"; fsHeader << "#define OUT_COLOR layout (location = 0) out\n"; std::string vtxShaderCode = shaderHeader.str() + vsHeader.str() + std::string(vtxShaderCString); @@ -833,9 +829,6 @@ Render3DError OpenGLESRenderer_3_0::CreateFogProgram(const OGLFogProgramKey fogP glUniform1i(uniformTexGFog, OGLTextureUnitID_FogAttr); glUniform1i(uniformTexFogDensityTable, OGLTextureUnitID_LookupTable); - const GLint uniformTexGColor = glGetUniformLocation(shaderID.program, "texInFragColor"); - glUniform1i(uniformTexGColor, OGLTextureUnitID_GColor); - return OGLERROR_NOERR; }