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Diffstat (limited to 'src/platform/opengl/texture.cpp')
-rw-r--r--src/platform/opengl/texture.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/src/platform/opengl/texture.cpp b/src/platform/opengl/texture.cpp
index 5036ca6..41d14d5 100644
--- a/src/platform/opengl/texture.cpp
+++ b/src/platform/opengl/texture.cpp
@@ -188,15 +188,15 @@ namespace Donut
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- auto equirect_shader = Shader::create("assets/shaders/EquirectToCubemap.glsl");
- if (!equirect_shader)
+ // the slang-generated capture shader, the same source the vulkan path uses
+ auto equirect_shader = Shader::create("assets/shaders/generated/equirect_to_cubemap.glsl");
+ uint32_t shader_program = equirect_shader ? equirect_shader->get_renderer_id() : 0;
+ if (!shader_program)
{
- DONUT_ERROR("Failed to create equirectangular to cubemap shader");
+ DONUT_ERROR("equirect_to_cubemap shader missing or failed to compile; the sky stays dark");
return;
}
- uint32_t shader_program = equirect_shader->get_renderer_id();
-
float vertices[] =
{
-1.0f, 1.0f, -1.0f, -1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f,
@@ -231,7 +231,7 @@ namespace Donut
glUniform1i(glGetUniformLocation(shader_program, "u_EquirectangularMap"), 0);
// EquirectToCubemap is authored in Slang (row-major); transpose glm's
// column-major matrices on upload (GL_TRUE) to match.
- glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_Projection"), 1, GL_TRUE, &capture_projection[0][0]);
+ glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_projection"), 1, GL_TRUE, &capture_projection[0][0]);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, hdr_texture);
@@ -239,7 +239,7 @@ namespace Donut
glBindFramebuffer(GL_FRAMEBUFFER, capture_fbo);
for (unsigned int i = 0; i < 6; ++i)
{
- glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_View"), 1, GL_TRUE, &capture_views[i][0][0]);
+ glUniformMatrix4fv(glGetUniformLocation(shader_program, "u_view"), 1, GL_TRUE, &capture_views[i][0][0]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, m_renderer_id, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindVertexArray(cube_vao);