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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/41-tess/fs_terrain_render.sc
parentc913ccb59d713ce0b91135520719ac5385e54358 (diff)
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/examples/41-tess/fs_terrain_render.sc')
-rw-r--r--3rdparty/bgfx/examples/41-tess/fs_terrain_render.sc12
1 files changed, 12 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/41-tess/fs_terrain_render.sc b/3rdparty/bgfx/examples/41-tess/fs_terrain_render.sc
new file mode 100644
index 00000000000..db138a397f5
--- /dev/null
+++ b/3rdparty/bgfx/examples/41-tess/fs_terrain_render.sc
@@ -0,0 +1,12 @@
+$input v_texcoord0
+
+#include "terrain_common.sh"
+
+void main()
+{
+ vec2 s = texture2D(u_SmapSampler, v_texcoord0).rg * u_DmapFactor;
+ vec3 n = normalize(vec3(-s, 1));
+ float d = clamp(n.z, 0.0, 1.0) / 3.14159;
+ vec3 r = vec3(d, d, d);
+ gl_FragColor = vec4(r, 1);
+}