diff --git a/Effects/airfield.eff b/Effects/airfield.eff index b8b9f4872..8e9a23edc 100644 --- a/Effects/airfield.eff +++ b/Effects/airfield.eff @@ -148,10 +148,6 @@ Shaders/filters-ALS.frag Shaders/shadows-include.frag Shaders/clustered-include.frag - - orthophotoTexCoord - 14 - visibility diff --git a/Effects/grass.eff b/Effects/grass.eff index 2262d12cc..f55faa072 100644 --- a/Effects/grass.eff +++ b/Effects/grass.eff @@ -141,10 +141,6 @@ Shaders/filters-ALS.frag Shaders/shadows-include.frag Shaders/clustered-include.frag - - orthophotoTexCoord - 14 - visibility diff --git a/Effects/terrain-default.eff b/Effects/terrain-default.eff index 5053eead8..e9faf666c 100644 --- a/Effects/terrain-default.eff +++ b/Effects/terrain-default.eff @@ -336,10 +336,6 @@ Shaders/filters-ALS.frag Shaders/shadows-include.frag Shaders/clustered-include.frag - - orthophotoTexCoord - 14 - grain_strength @@ -994,10 +990,6 @@ Shaders/filters-ALS.frag Shaders/shadows-include.frag Shaders/clustered-include.frag - - orthophotoTexCoord - 14 - visibility @@ -1313,10 +1305,6 @@ Shaders/filters-ALS.frag Shaders/shadows-include.frag Shaders/clustered-include.frag - - orthophotoTexCoord - 14 - visibility @@ -1572,10 +1560,6 @@ Shaders/include_fog.frag Shaders/shadows-include.frag Shaders/clustered-include.frag - - orthophotoTexCoord - 14 - visibility diff --git a/Effects/terrain-overlay.eff b/Effects/terrain-overlay.eff index 5e06a425f..004b92997 100644 --- a/Effects/terrain-overlay.eff +++ b/Effects/terrain-overlay.eff @@ -169,10 +169,6 @@ Shaders/filters-ALS.frag Shaders/shadows-include.frag Shaders/clustered-include.frag - - orthophotoTexCoord - 14 - grain_strength diff --git a/Effects/ws30-road.eff b/Effects/ws30-road.eff index 354b1bfc5..98180a260 100644 --- a/Effects/ws30-road.eff +++ b/Effects/ws30-road.eff @@ -233,11 +233,6 @@ binormal 7 - - orthophotoTexCoord - 14 - - diff --git a/Shaders/airfield-ALS.frag b/Shaders/airfield-ALS.frag index e039ddcfc..1649ade04 100644 --- a/Shaders/airfield-ALS.frag +++ b/Shaders/airfield-ALS.frag @@ -10,7 +10,6 @@ varying vec3 worldPos; varying vec2 rawPos; varying vec3 ecViewdir; varying vec4 ecPosition; -varying vec2 orthoTexCoord; uniform sampler2D texture; @@ -170,7 +169,7 @@ float noise_2000m = Noise3D(worldPos.xyz, 2000.0); float local_autumn_factor = texel.a; if (orthophotoAvailable) { - vec4 sat_texel = texture2D(orthophotoTexture, orthoTexCoord); + vec4 sat_texel = texture2D(orthophotoTexture, gl_TexCoord[2].st); if (sat_texel.a > 0) { texel.rgb = sat_texel.rgb; } diff --git a/Shaders/default.frag b/Shaders/default.frag index 8bd60ccf6..c3cfef17c 100644 --- a/Shaders/default.frag +++ b/Shaders/default.frag @@ -5,7 +5,6 @@ varying vec4 diffuse_term; varying vec3 normal; -varying vec2 orthoTexCoord; varying vec4 ecPosition; uniform sampler2D texture; @@ -62,7 +61,7 @@ void main() texel = texture2D(texture, gl_TexCoord[0].st); if (orthophotoAvailable) { - vec4 sat_texel = texture2D(orthophotoTexture, orthoTexCoord); + vec4 sat_texel = texture2D(orthophotoTexture, gl_TexCoord[2].st); if (sat_texel.a > 0) { texel.rgb = sat_texel.rgb; } diff --git a/Shaders/default.vert b/Shaders/default.vert index ef8cfa17c..0f4acb560 100644 --- a/Shaders/default.vert +++ b/Shaders/default.vert @@ -12,15 +12,12 @@ #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 -attribute vec2 orthophotoTexCoord; - // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around // bugs with gl_FrontFacing in the fragment shader. varying vec4 diffuse_term; varying vec3 normal; -varying vec2 orthoTexCoord; varying vec4 ecPosition; uniform int colorMode; @@ -38,7 +35,7 @@ void main() gl_Position = ftransform(); ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - orthoTexCoord = orthophotoTexCoord; + gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2; normal = gl_NormalMatrix * gl_Normal; vec4 ambient_color, diffuse_color; if (colorMode == MODE_DIFFUSE) { diff --git a/Shaders/generic-ALS-base.vert b/Shaders/generic-ALS-base.vert index 3c531c444..5f7131146 100644 --- a/Shaders/generic-ALS-base.vert +++ b/Shaders/generic-ALS-base.vert @@ -15,8 +15,6 @@ #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 -attribute vec2 orthophotoTexCoord; - // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around @@ -24,7 +22,6 @@ attribute vec2 orthophotoTexCoord; varying vec4 diffuse_term; varying vec3 normal; varying vec3 relPos; -varying vec2 orthoTexCoord; varying vec4 ecPosition; varying float yprime_alt; @@ -81,7 +78,7 @@ void main() ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - orthoTexCoord = orthophotoTexCoord; + gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2; normal = gl_NormalMatrix * gl_Normal; vec4 ambient_color, diffuse_color; if (colorMode == MODE_DIFFUSE) { diff --git a/Shaders/terrain-ALS-base.frag b/Shaders/terrain-ALS-base.frag index 841eb6a03..65b410c76 100644 --- a/Shaders/terrain-ALS-base.frag +++ b/Shaders/terrain-ALS-base.frag @@ -14,7 +14,6 @@ uniform sampler2D orthophotoTexture; varying float yprime_alt; varying float mie_angle; -varying vec2 orthoTexCoord; varying vec4 ecPosition; @@ -94,7 +93,7 @@ void main() texel = texture2D(texture, gl_TexCoord[0].st); if (orthophotoAvailable) { - vec4 sat_texel = texture2D(orthophotoTexture, orthoTexCoord); + vec4 sat_texel = texture2D(orthophotoTexture, gl_TexCoord[2].st); if (sat_texel.a > 0) { texel.rgb = sat_texel.rgb; } diff --git a/Shaders/terrain-ALS-detailed.frag b/Shaders/terrain-ALS-detailed.frag index 8bb9922eb..6a9546683 100644 --- a/Shaders/terrain-ALS-detailed.frag +++ b/Shaders/terrain-ALS-detailed.frag @@ -8,7 +8,6 @@ varying vec3 normal; varying vec3 relPos; varying vec2 rawPos; varying vec3 worldPos; -varying vec2 orthoTexCoord; varying vec4 eyePos; @@ -135,7 +134,7 @@ float noise_2000m = Noise3D(worldPos.xyz, 2000.0); float local_autumn_factor = texel.a; if (orthophotoAvailable) { - vec4 sat_texel = texture2D(orthophotoTexture, orthoTexCoord); + vec4 sat_texel = texture2D(orthophotoTexture, gl_TexCoord[2].st); if (sat_texel.a > 0) { texel.rgb = sat_texel.rgb; flag = 0; diff --git a/Shaders/terrain-ALS-detailed.vert b/Shaders/terrain-ALS-detailed.vert index 17d2dc156..2888c343d 100644 --- a/Shaders/terrain-ALS-detailed.vert +++ b/Shaders/terrain-ALS-detailed.vert @@ -15,8 +15,6 @@ #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 -attribute vec2 orthophotoTexCoord; - // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around @@ -26,7 +24,6 @@ varying vec3 normal; varying vec3 relPos; varying vec2 rawPos; varying vec3 worldPos; -varying vec2 orthoTexCoord; varying vec4 eyePos; @@ -99,7 +96,7 @@ void main() //vec4 ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - orthoTexCoord = orthophotoTexCoord; + gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2; normal = gl_NormalMatrix * gl_Normal; //nvec = (gl_NormalMatrix * gl_Normal).xy; vec4 ambient_color, diffuse_color; diff --git a/Shaders/terrain-ALS-ultra.frag b/Shaders/terrain-ALS-ultra.frag index 015fada4a..05eb72eb2 100644 --- a/Shaders/terrain-ALS-ultra.frag +++ b/Shaders/terrain-ALS-ultra.frag @@ -10,7 +10,6 @@ varying vec2 rawPos; varying vec3 worldPos; varying vec3 ecViewdir; varying vec2 grad_dir; -varying vec2 orthoTexCoord; varying vec4 ecPosition; @@ -244,7 +243,7 @@ float snownoise_50m = mix(noise_50m, slopenoise_100m, clamp(3.0*(1.0-steepness), float local_autumn_factor = texel.a; if (orthophotoAvailable) { - vec4 sat_texel = texture2D(orthophotoTexture, orthoTexCoord); + vec4 sat_texel = texture2D(orthophotoTexture, gl_TexCoord[2].st); if (sat_texel.a > 0) { texel.rgb = sat_texel.rgb; flag = 0; diff --git a/Shaders/terrain-ALS-ultra.vert b/Shaders/terrain-ALS-ultra.vert index 191061152..66088a659 100644 --- a/Shaders/terrain-ALS-ultra.vert +++ b/Shaders/terrain-ALS-ultra.vert @@ -15,8 +15,6 @@ #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 -attribute vec2 orthophotoTexCoord; - // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around @@ -28,7 +26,6 @@ varying vec2 rawPos; varying vec3 worldPos; varying vec3 ecViewdir; varying vec2 grad_dir; -varying vec2 orthoTexCoord; varying vec4 ecPosition; varying float mie_angle; @@ -114,7 +111,7 @@ void main() ecPosition = gl_ModelViewMatrix * gl_Vertex; //gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - orthoTexCoord = orthophotoTexCoord; + gl_TexCoord[2] = gl_TextureMatrix[2] * gl_MultiTexCoord2; normal = gl_NormalMatrix * gl_Normal; //nvec = (gl_NormalMatrix * gl_Normal).xy; vec4 ambient_color, diffuse_color; diff --git a/Shaders/ws30-ALS-detailed.frag b/Shaders/ws30-ALS-detailed.frag index 490152c0e..465818b72 100644 --- a/Shaders/ws30-ALS-detailed.frag +++ b/Shaders/ws30-ALS-detailed.frag @@ -51,7 +51,6 @@ varying vec2 rawPos; varying vec3 worldPos; // Testing code: //vec3 worldPos = vec3(5000.0, 6000.0, 7000.0) + vec3(vec2(rawPos), 600.0); // vec3(100.0, 10.0, 3.0); -//varying vec2 orthoTexCoord; varying vec4 eyePos; diff --git a/Shaders/ws30-ALS-detailed.vert b/Shaders/ws30-ALS-detailed.vert index d74d90051..c5bc67780 100644 --- a/Shaders/ws30-ALS-detailed.vert +++ b/Shaders/ws30-ALS-detailed.vert @@ -16,8 +16,6 @@ #define MODE_DIFFUSE 1 #define MODE_AMBIENT_AND_DIFFUSE 2 -attribute vec2 orthophotoTexCoord; - // The constant term of the lighting equation that doesn't depend on // the surface normal is passed in gl_{Front,Back}Color. The alpha // component is set to 1 for front, 0 for back in order to work around @@ -28,7 +26,6 @@ varying vec3 relPos; varying vec2 ground_tex_coord; varying vec2 rawPos; varying vec3 worldPos; -//varying vec2 orthoTexCoord; varying vec4 eyePos; varying vec4 ecPosition; @@ -128,7 +125,6 @@ void main() ecPosition = gl_ModelViewMatrix * gl_Vertex; gl_Position = ftransform(); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; - //orthoTexCoord = orthophotoTexCoord; normal = gl_NormalMatrix * gl_Normal; //nvec = (gl_NormalMatrix * gl_Normal).xy; diff --git a/Shaders/ws30-water-ALS-detailed.frag b/Shaders/ws30-water-ALS-detailed.frag index 587360e29..6874e93c9 100644 --- a/Shaders/ws30-water-ALS-detailed.frag +++ b/Shaders/ws30-water-ALS-detailed.frag @@ -51,7 +51,6 @@ varying vec2 rawPos; varying vec3 worldPos; // Testing code: //vec3 worldPos = vec3(5000.0, 6000.0, 7000.0) + vec3(vec2(rawPos), 600.0); // vec3(100.0, 10.0, 3.0); -//varying vec2 orthoTexCoord; varying vec4 eyePos;