Support GLES in internal shaders#7489
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Shivansps wants to merge 11 commits into
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re: envmap I don't think outColor is actually used, so try deleting that line |
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Notes:
-there is a few prs modifiying shaders to keep in mind, its likely more changes are needed after those are merged
-There is a conflict in "envmap-sphere-warp-f.sdr"
layout(location=0) out vec4 fragOut0;
layout (location = 0) out vec4 outColor;
I added location 0 to fragOut0 as that is what glBindFragDataLocation() would have given it anyway, but its in conflict with outColor... I dont see being used.
-I noticed this on main-v.sdr L193
vec4 shadowPos = shadow_mv_matrix * modelMatrix * orient * vertPosition;
vertOut.shadowPos = shadow_mv_matrix * modelMatrix * orient * vertPosition;
vertOut.shadowUV[0] = transformToShadowMap(shadow_proj_matrix[0], 0, shadowPos);
vertOut.shadowUV[1] = transformToShadowMap(shadow_proj_matrix[1], 1, shadowPos);
vertOut.shadowUV[2] = transformToShadowMap(shadow_proj_matrix[2], 2, shadowPos);
vertOut.shadowUV[3] = transformToShadowMap(shadow_proj_matrix[3], 3, shadowPos);
shadow_mv_matrix * modelMatrix * orient * vertPosition; is done twice here?
Testing:
-Tested in icarus OpenGL with all detail with both shadown on/off and NoAA, FXAA, SMAA and MSAA no issues were noticed.
-Tested Icarus on GLES on my mali phone, all is good.