pfxParser issue

I have been using the 2016_r2 examples to try and get some of our existing models and fx files to work with the new architecture. our current system is using 3.2 and we are looking at updating but as you know it’s a big change so we are just testing the waters. using the deferred shading example i am hacking a few things together. as i was doing this i was able to get a new model with our textures working. However when i started to change the textures in each of the effects i was getting the same textures no matter what. stepping through things i noticed that the pfxParser was changing the textures that were on the effects when i used the getEffect function. it always returned the first two textures in the list pfx file texture list. no matter what. so i stepped into the code further and found where this was happening.

bool PfxReader::readEffect(Effect& asset, uint32 id) const
{
const assets::PfxParserEffect& parserEffect = getParserEffect(id);
// Create room for per-texture data
const std::vector<PFXParserEffectTexture>& effectTextures = parserEffect.textures;
uint32 numTextures = (uint32)effectTextures.size();
m_textures.reserve(numTextures);
asset.material.setEffectName(parserEffect.name);
asset.fileName = m_fileName;
// Initialize each Texture
for (uint32 i = 0; i < numTextures; ++i)
{
int32 iTexIdx = findTextureByName(effectTextures[i].name);
if (iTexIdx < 0)
{
Log(Log.Debug, “Effect ‘%s’ requests non-existent texture: %s\n”, parserEffect.name.c_str(),
effectTextures[i].name.c_str());
return false;
}
asset.textures.push_back(assets::EffectTexture());
EffectTexture& theTexture = asset.textures.back();

	[highlight]const assets::PFXParserTexture&amp; parserTex = *getTexture((uint32)asset.textures.size() - 1);[/highlight]
	theTexture.name = parserTex.name;
	theTexture.fileName = parserTex.fileName;
	theTexture.flags = 0;
	theTexture.unit = parserEffect.textures[i].number;
	theTexture.minFilter = parserTex.minFilter;
	theTexture.magFilter = parserTex.magFilter;
	theTexture.mipFilter = parserTex.mipFilter;
	theTexture.wrapR = parserTex.wrapR;
	theTexture.wrapS = parserTex.wrapS;
	theTexture.wrapT = parserTex.wrapT;
}

the getTexture line is only ever returning the first items in the list.
I changed that line to reference the iTexIdx instead. as you can see below.

bool PfxReader::readEffect(Effect& asset, uint32 id) const
{
const assets::PfxParserEffect& parserEffect = getParserEffect(id);
// Create room for per-texture data
const std::vector<PFXParserEffectTexture>& effectTextures = parserEffect.textures;
uint32 numTextures = (uint32)effectTextures.size();
m_textures.reserve(numTextures);
asset.material.setEffectName(parserEffect.name);
asset.fileName = m_fileName;
// Initialize each Texture
for (uint32 i = 0; i < numTextures; ++i)
{
int32 iTexIdx = findTextureByName(effectTextures[i].name);
if (iTexIdx < 0)
{
Log(Log.Debug, “Effect ‘%s’ requests non-existent texture: %s\n”, parserEffect.name.c_str(),
effectTextures[i].name.c_str());
return false;
}
asset.textures.push_back(assets::EffectTexture());
EffectTexture& theTexture = asset.textures.back();

	const assets::PFXParserTexture&amp; parserTex = *getTexture(iTexIdx);
	theTexture.name = parserTex.name;
	theTexture.fileName = parserTex.fileName;
	theTexture.flags = 0;
	theTexture.unit = parserEffect.textures[i].number;
	theTexture.minFilter = parserTex.minFilter;
	theTexture.magFilter = parserTex.magFilter;
	theTexture.mipFilter = parserTex.mipFilter;
	theTexture.wrapR = parserTex.wrapR;
	theTexture.wrapS = parserTex.wrapS;
	theTexture.wrapT = parserTex.wrapT;
}

after doing this everything is working great. So I am not sure if this is a problem with the parser or if this is what is intended and I am using things very differently but i wanted to throw it out there and see what you guys think and you can hopefully give me some insight.

thanks

Hi Joel,

In order to understand what’s happening here, we need to see the pfx file in question.

Could you also confirm that you are using the 2016_r2 sdk?

Regards,
Theo

here is the pfx file it’s a bit big but just copy pasted for you.also I am using 2016_r2

[HEADER]
VERSION 01.00.00.00
DESCRIPTION OGLESDeferredShading Effects. Multiple Render Target versions.
COPYRIGHT Imagination Technologies
[/HEADER]

///////////////////////////////////////////////////////////////////////////
//// ////
//// GBUFFER EFFECTS ////
//// ////
///////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////
//// RenderGBuffer: Effects for tangent-space models(bumpmapped) ////
///////////////////////////////////////////////////////////////////////////

[EFFECT]
NAME RenderGBuffer

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix	WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix		WORLDVIEW
UNIFORM uWorldViewIT		 	WORLDVIEWIT
	
UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 FootBones_diffuse
TEXTURE 1 FootBones_1k_normalmap

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]

[VERTEXSHADER]
NAME GBufferVertexShader

[GLSL_CODE]
	#version 300 es

	#define VERTEX_ARRAY      0
	#define NORMAL_ARRAY      1
	#define TEXCOORD_ARRAY    2
	#define TANGENT_ARRAY     3
	
	layout(location = VERTEX_ARRAY)   in highp   vec3 inVertex;
	layout(location = NORMAL_ARRAY)   in highp   vec3 inNormal;
	layout(location = TEXCOORD_ARRAY) in mediump vec2 inTexCoord;
	layout(location = TANGENT_ARRAY)  in highp   vec3 inTangent;

	uniform  mat4  uWorldViewProjMatrix; 
	uniform  mat4  uWorldViewMatrix; 
	uniform  mat3  uWorldViewIT; 

	out  mediump  vec2   vTexCoord;
	out  highp    vec3   vNormal;
	out  highp    vec3   vTangent;
	out  highp    vec3   vBinormal;
	out  highp    vec3   vViewPos;

	void main() 
	{
		gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
  
		// Transform normal from model space to eye space
		vNormal = uWorldViewIT * inNormal;
		vTangent = uWorldViewIT * inTangent;
		vBinormal = cross(vNormal, vTangent);
  
		// Pass the vertex position in view space for depth calculations
		vViewPos = (uWorldViewMatrix * vec4(inVertex, 1.0)).xyz;

		// Pass the texture coordinates to the fragment shader
		vTexCoord = inTexCoord;				
	}
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME GBufferFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform  sampler2D  sTexture;
	uniform  sampler2D  sBumpMap;

	uniform  highp float  uFarClipDistance;
	uniform  lowp  float  uSpecularStrength;
	uniform  lowp  vec3   uDiffuseColor;

	in  mediump vec2   vTexCoord;
	in  highp   vec3   vNormal;
	in  highp   vec3   vTangent;
	in  highp   vec3   vBinormal;
	in  highp   vec3   vViewPos;
	
	layout(location = 0) out lowp  vec4  oAlbedo; 
	layout(location = 1) out highp vec3  oNormal; 
	layout(location = 2) out highp vec4  oDepth; 

	void main() 
	{
		// Calculate the albedo
		lowp vec3 albedo = texture(sTexture, vTexCoord).rgb * uDiffuseColor;
		// Pack the specular exponent with the albedo
		oAlbedo = vec4(albedo, uSpecularStrength);

		// Calculate viewspace perturbed normal
		highp vec3 bumpmap = normalize(texture(sBumpMap, vTexCoord).rgb * 2.0 - 1.0);
		highp mat3 tangentSpace = mat3(normalize(vTangent), normalize(vBinormal), normalize(vNormal));	
		highp vec3 normalVS = tangentSpace * bumpmap;		

		// Scale the normal range from [-1,1] to [0, 1] to pack it into the RGB_U8 texture
		oNormal.xyz = normalVS * 0.5 + 0.5;	

		// Pack the depth value into 4 channels 	
		// Pack the depth value into 4 channels 	
		highp float scaledDepth = length(vViewPos) / uFarClipDistance;
		highp vec4 enc = vec4(1.0, 255.0, 65025.0, 160581375.0) * scaledDepth;
		enc = fract(enc);
		enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);			
		
		oDepth = enc;
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

///////////////////////////////////////////////////////////////////////////
//// ////
//// RenderGBufferFloor: Effects for non-bumpmapped models ////
//// ////
///////////////////////////////////////////////////////////////////////////
[EFFECT]
NAME RenderGBufferFloor

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix	WORLDVIEWPROJECTION
UNIFORM uWorldViewIT		 	WORLDVIEWIT
UNIFORM uWorldViewMatrix		WORLDVIEW
		
// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE inNormal				NORMAL
ATTRIBUTE inTexCoord			UV0
	
// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE
	
UNIFORM uSpecularStrength				CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR
	
// SHADERS
VERTEXSHADER   GBufferFloorVertexShader
FRAGMENTSHADER GBufferFloorFragmentShader

[/EFFECT]

[VERTEXSHADER]
NAME GBufferFloorVertexShader

[GLSL_CODE]
	#version 300 es

	#define VERTEX_ARRAY      0
	#define NORMAL_ARRAY      1
	#define TEXCOORD_ARRAY    2
	
	layout(location = VERTEX_ARRAY)   in highp   vec3 inVertex;
	layout(location = NORMAL_ARRAY)   in highp   vec3 inNormal;
	layout(location = TEXCOORD_ARRAY) in mediump vec2 inTexCoord;

	uniform  mat4  uWorldViewProjMatrix; 
	uniform  mat4  uWorldViewMatrix; 
	uniform  mat3  uWorldViewIT; 

	out  mediump  vec2   vTexCoord;
	out  highp    vec3   vNormal;
	out  highp    vec3   vViewPos;

	void main() 
	{
		gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
  
		// Transform normal from model space to eye space
		vNormal = uWorldViewIT * inNormal;
  
		// Pass the vertex position in view space for depth calculations
		vViewPos = (uWorldViewMatrix * vec4(inVertex, 1.0)).xyz;

		// Pass the texture coordinates to the fragment shader
		vTexCoord = inTexCoord;	
	}
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME GBufferFloorFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform  sampler2D  sTexture;
	
	uniform  lowp  float  uSpecularStrength;
	uniform  lowp  vec3   uDiffuseColor;
	uniform  highp float  uFarClipDistance;
	
	in  highp   vec3   vNormal;
	in  highp   vec2   vTexCoord;
	in  highp   vec3   vViewPos;
			
	layout(location = 0) out lowp  vec4  oAlbedo; 
	layout(location = 1) out highp vec3  oNormal; 
	layout(location = 2) out highp vec4  oDepth; 

	void main() 
	{
		// Pack the specular exponent with the albedo
		oAlbedo = vec4(texture(sTexture, vTexCoord).rgb * uDiffuseColor, uSpecularStrength);

		// Pack the normal
		oNormal.xyz = normalize(vNormal) * .5 + .5;

		// Pack the depth value into 4 channels 	
		highp float scaledDepth = length(vViewPos) / uFarClipDistance;
		highp vec4 enc = vec4(1.0, 255.0, 65025.0, 160581375.0) * scaledDepth;
		enc = fract(enc);
		enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);			
		
		oDepth = enc;			
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

///////////////////////////////////////////////////////////////////////////
//// ////
//// DEFERRED LIGHT SHADERS ////
//// ////
///////////////////////////////////////////////////////////////////////////

//
// Calculates the lighting for a point light source
//
[EFFECT]
NAME RenderPointLight

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix		WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix			WORLDVIEW
UNIFORM uLightColorIntensity		LIGHTCOLOR
	
UNIFORM sAlbedo					TEXTURE0
UNIFORM sNormals					TEXTURE1
UNIFORM sDepth					TEXTURE2

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE

UNIFORM uLightViewPosition		CUSTOMSEMANTIC_POINTLIGHT_VIEWPOSITION

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION

// SHADERS	
VERTEXSHADER   DeferredVertexShader
FRAGMENTSHADER PointLightFragmentShader

[/EFFECT]

//
// Vertex shader that is shared amongst (most) deferred light shaders
//
[VERTEXSHADER]
NAME DeferredVertexShader

[GLSL_CODE]
	#version 300 es

	#define VERTEX_ARRAY      0

	layout(location = VERTEX_ARRAY)   in highp   vec3 inVertex;

	uniform  mat4  uWorldViewProjMatrix;
	uniform  mat4  uWorldViewMatrix;
	
	out  highp   vec3  vPositionVS;
	out  highp   vec3  vViewDirVS;
	out  mediump vec2  vTexCoord;

	void main() 
	{ 	
		gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
		gl_Position.xyz = gl_Position.xyz / gl_Position.w;
		gl_Position.w = 1.0;
		
		vTexCoord = (gl_Position.xy + 1.0) * 0.5;

		// Calculate the view-space position for lighting calculations
		vPositionVS = (uWorldViewMatrix * vec4(inVertex, 1.0)).xyz;

		// Pass the view direction
		vViewDirVS = vPositionVS;
	} 
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME PointLightFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform  sampler2D    sAlbedo;
	uniform  sampler2D    sNormals;
	uniform  sampler2D    sDepth;	

	uniform  highp float  uFarClipDistance;
	uniform  highp vec3   uLightColorIntensity;

	uniform  highp mat3   uWorldIT;		
	uniform  highp vec3   uLightViewPosition;
	
	in  highp   vec3  vPositionVS;
	in  highp   vec3  vViewDirVS;
	in  mediump vec2  vTexCoord;

	layout(location = 0) out lowp vec4 oColor;

	void main()
	{
		//
		// Read GBuffer attributes
		//	
		highp vec4 depthTex = texture(sDepth, vTexCoord);
		highp vec4 albedoSpec = texture(sAlbedo, vTexCoord);
		highp vec3 normalTex = texture(sNormals, vTexCoord).xyz;
		
		// reconstruct original depth value
		highp float depth = dot(depthTex, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/160581375.0));

		//
		// Reconstruct common vectors and world space position 
		//
		highp vec3 positionVS = normalize(vPositionVS) * depth * uFarClipDistance;	
		highp vec3 lightDirection = uLightViewPosition - positionVS;
		highp float lightDistance = length(lightDirection);
		lightDirection /= lightDistance;

		//
		// Calculate lighting terms
		//
		highp vec3 normal = normalize(normalTex * 2.0 - 1.0);	
		highp float n_dot_l = max(dot(lightDirection, normal), 0.0);	
		highp vec3 diffuse = n_dot_l * albedoSpec.rgb;

		highp vec3 viewDirection = normalize(vViewDirVS);
		highp vec3 reflectedLightDirection = reflect(lightDirection, normal);
		highp float v_dot_r = max(dot(viewDirection, reflectedLightDirection), 0.0);
		diffuse += vec3(pow(v_dot_r, 16.0) * albedoSpec.a);

		//Subtracting a small number and clamping makes for a much better falloff look.
		highp float attenuation = max(1. / (1. + 1. * lightDistance * lightDistance) -.001, 0.);
		oColor = vec4(diffuse * uLightColorIntensity * attenuation, 1.0);
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

//
// Calculates the lighting for a directional light source
//
[EFFECT]
NAME RenderDirectionalLight

// GLOBALS UNIFORMS
UNIFORM uLightColorIntensity		LIGHTCOLOR
		
UNIFORM sAlbedo						TEXTURE0
UNIFORM sNormals					TEXTURE1
	
// CUSTOM SEMANTICS
UNIFORM uLightDirection			CUSTOMSEMANTIC_DIRECTIONALLIGHT_DIRECTION

// SHADERS	
VERTEXSHADER   DirectionalLightVertexShader
FRAGMENTSHADER DirectionalLightFragmentShader

[/EFFECT]

[VERTEXSHADER]
NAME DirectionalLightVertexShader

[GLSL_CODE]
	#version 300 es

	const highp vec2 positions[4]=vec2[4]
	(
		vec2(-1.,-1.),
		vec2( 1.,-1.),
		vec2(-1., 1.),
		vec2( 1., 1.)
	);

	out  mediump vec2  vTexCoord;
	void main() 
	{ 	
		highp vec2 position = positions[gl_VertexID];
		
		gl_Position = vec4(position, 0.5, 1.);
		vTexCoord = position * .5 - .5; //Map -1..1-&gt;0..1
	} 
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME DirectionalLightFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform  sampler2D  sAlbedo;
	uniform  sampler2D  sNormals;

	uniform highp vec3  uLightColorIntensity;
	uniform  highp vec4  uLightDirection;

	in mediump vec2 vTexCoord;

	layout(location = 0) out lowp vec4 oColor;

	void main()
	{
		// Fetch required gbuffer attributes
		lowp  vec3 albedo = texture(sAlbedo, vTexCoord).rgb;
		highp vec3 normalTex = texture(sNormals, vTexCoord).xyz;
		highp vec3 normal = normalTex.xyz * 2.0 - vec3(1.0);
		
		// Calculate simple diffuse lighting
		highp float n_dot_l = max(dot(-uLightDirection.xyz, normal.xyz), 0.0);
		lowp vec3 color = albedo * (n_dot_l * uLightColorIntensity + vec3(.2, .2, .1));
		
		oColor = vec4(color, 1.0);
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

///////////////////////////////////////////////////////////////////////////
//// ////
//// AUXILIARY SHADERS ////
//// ////
///////////////////////////////////////////////////////////////////////////

//
// Renders the geometry using a single color passed as an uniform.
//
[EFFECT]
NAME RenderSolidColor

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix	WORLDVIEWPROJECTION
UNIFORM uConstantColor			MATERIALCOLORAMBIENT

// ATTRIBUTES
ATTRIBUTE	inVertex			POSITION

// SHADERS	
VERTEXSHADER   VertexShader
FRAGMENTSHADER SolidColorFragmentShader

[/EFFECT]

[VERTEXSHADER]
NAME VertexShader

[GLSL_CODE]
	#version 300 es

	layout(location = 0)   in highp   vec3 inVertex;

	uniform  mat4  uWorldViewProjMatrix; 

	void main() 
	{ 
		// pass-through position and texture coordinates
		gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
	} 
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME SolidColorFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform lowp vec4 uConstantColor;

	layout(location = 0) out lowp vec4 oColor;

	void main()
	{
		oColor = uConstantColor;
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

[EFFECT]
NAME RenderNullColor

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix	WORLDVIEWPROJECTION

// ATTRIBUTES
ATTRIBUTE	inVertex			POSITION

// SHADERS	
VERTEXSHADER   VertexShader
FRAGMENTSHADER NullFragmentShader

[/EFFECT]

[FRAGMENTSHADER]
NAME NullFragmentShader

[GLSL_CODE]
	#version 300 es
	void main() { }
[/GLSL_CODE]

[/FRAGMENTSHADER]

////////////////////////////////////////////////////////////////
///////////// Custom Shaders //////////////////////////////////
////////////////////////////////////////////////////////////////
[EFFECT]
NAME ach_x3
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 ach_x_diffuse
TEXTURE 1 ach_x_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME achilles1
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 achilles_diffuse
TEXTURE 1 achilles_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME Abductor_Digiti_Minimi_Right2S1
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 Abductor_Digiti_Minimi_tendon_diffuse
TEXTURE 1 Abductor_Digiti_Minimi_tendon_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME pasted_NOlines
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 pasted_NOlines_diffuse
TEXTURE 1 extensorDigitorum_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME Abductor_Hallucis1
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 Abductor_Hallucis_diffuse
TEXTURE 1 Abductor_Digiti_Minimi_tendon_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME extensorDigitorum1
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 extensorDigitorum_diffuse
TEXTURE 1 extensorDigitorum_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME FHB_muscle
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 FHB_muscle_diffuse
TEXTURE 1 Abductor_Digiti_Minimi_tendon_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME FDB_muscle
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 FDB_muscle_diffuse
TEXTURE 1 Abductor_Digiti_Minimi_tendon_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME achilles_B
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 achilles_B_diffuse
TEXTURE 1 achilles_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME bones
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 FootBones_diffuse
TEXTURE 1 FootBones_1k_normalmap

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]

[EFFECT]
NAME Skin_facingRatio_Mat
ATTRIBUTE inVertex POSITION
ATTRIBUTE inNormal NORMAL
ATTRIBUTE inTangent TANGENT
ATTRIBUTE inBiNormal BINORMAL
ATTRIBUTE inTexCoord UV0
ATTRIBUTE inBoneIndex BONEINDEX
ATTRIBUTE inBoneWeights BONEWEIGHT
UNIFORM ambientMaterial MATERIALCOLORAMBIENT
UNIFORM diffuseMaterial CUSTOMSEMANTIC_DIFFUSECOLOUR
UNIFORM specularMaterial CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM shininess MATERIALSHININESS
UNIFORM eyePos EYEPOSMODEL
UNIFORM ViewProjMatrix WORLDVIEWPROJECTION
UNIFORM WorldMatrix WORLD_MATRIX
UNIFORM inLight0 LIGHTPOSMODEL0
UNIFORM inLight1 LIGHTPOSMODEL1
UNIFORM inLight2 LIGHTPOSMODEL2
UNIFORM lightColor0 LIGHTCOLOR0
UNIFORM lightColor1 LIGHTCOLOR1
UNIFORM lightColor2 LIGHTCOLOR2
UNIFORM BoneCount BONECOUNT
UNIFORM BoneMatrixArray BONEMATRIXARRAY
UNIFORM BoneMatrixArrayIT BONEMATRIXARRAYIT
UNIFORM isHighlighted IS_HIGHLIGHTED
UNIFORM isClearLayer IS_CLEAR_LAYER
VERTEXSHADER skinVertShader
FRAGMENTSHADER skinFragShader
[/EFFECT]

[VERTEXSHADER]
NAME skinVertShader
[GLSL_CODE]
attribute highp vec3 inVertex;
attribute mediump vec3 inNormal;
attribute mediump vec2 inTexCoord;

uniform highp   mat4 ViewProjMatrix;
uniform highp   mat4 WorldMatrix;
uniform mediump vec4 inLight0;
uniform mediump vec4 inLight1;
uniform mediump vec4 inLight2;
uniform lowp    int  LightCount;
uniform mediump vec3 eyePos;

varying mediump vec3 Light0;
varying mediump vec3 Light1;
varying mediump vec3 Light2;
varying mediump vec2 TexCoord;
varying mediump vec3 outNormal;
varying mediump vec3 eyeVector;
varying highp vec4 outPosition;

void main()
{
    highp vec4 position = vec4(inVertex, 1.0);
        
    if(inLight0.w &gt; 0.0){ 
        Light0 = normalize(inLight0.xyz - position.xyz); //Light0.w &gt; 0 tells us that Light0 is the lights position
    }else{
        Light0 = inLight0.xyz;
    }


    if(inLight1.w &gt; 0.0){ 
        Light1 = normalize(inLight1.xyz - position.xyz); //Light1.w &gt; 0 tells us that Light1 is the lights position
    }else{
        Light1 = inLight1.xyz;
    }

    if(inLight2.w &gt; 0.0){ 
        Light2 = normalize(inLight2.xyz - position.xyz); //Light1.w &gt; 0 tells us that Light1 is the lights position
    }else{
        Light2 = inLight2.xyz;
    }

    position = WorldMatrix * position;
    outPosition = position;
    gl_Position = ViewProjMatrix * position;

    TexCoord = inTexCoord;
    outNormal = inNormal;
    eyeVector = normalize(eyePos - position.xyz);
    
}
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME skinFragShader
[GLSL_CODE]
uniform mediump int isClearLayer;
uniform mediump vec3 effectState;

uniform lowp int isHighlighted;

varying mediump vec3 outNormal;
varying mediump vec3 Light0;
varying mediump vec3 Light1;
varying mediump vec3 Light2;
varying mediump vec3 eyeVector;

void main()
{
    highp float facingRatio = 1.0;
    highp float alpha = 0.4;
    if(isClearLayer == 1)
    {
        highp vec3 N = normalize(outNormal);
        highp vec3 L = normalize(Light0);
        highp vec3 E = normalize(eyeVector);
        facingRatio = min(1.0, max(0.0, dot(N, E) * 2.0 - 0.25));
        alpha = 0.4 + 0.3 * (1.0 - facingRatio);
    }

    //blue
    //const highp vec3 diffuseFacing = vec3(0.05, 0.1, 0.40); //rgb(13,26,102)
    //const highp vec3 diffuseNonFacing = vec3(0.19, 0.76, 0.9454); //rgb(48,194,241)

    //gray
    const highp vec3 diffuseFacing = vec3(0.1, 0.1, 0.1);
    const highp vec3 diffuseNonFacing = vec3(0.9, 0.9, 0.9);

    highp vec3 color;
    color = diffuseFacing * facingRatio + diffuseNonFacing * (1.0 - facingRatio);

    if(isHighlighted == 1)
    {
        highp float greyScale = (color.x * 0.299 + color.y * 0.587 + color.z * 0.114);
        highp float shiftValR = 0.0;
        highp float shiftValG = 0.368 + ( 0.146 * greyScale);
        highp float shiftValB = 0.647 + ( 0.251 * greyScale);

        color.xyz = vec3(shiftValR,shiftValG,shiftValB);

    }

    gl_FragColor = vec4(color, alpha);
}

[/GLSL_CODE]
[/FRAGMENTSHADER]

[EFFECT]
NAME Nerves1
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 FootBones_diffuse
TEXTURE 1 FootBones_1k_normalmap

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME Vessel1
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 FootBones_diffuse
TEXTURE 1 FootBones_1k_normalmap

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]
[EFFECT]
NAME Inferior_Extensor_Retinaculum1
// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix WORLDVIEW
UNIFORM uWorldViewIT WORLDVIEWIT

UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR

TEXTURE 0 Inferior_Extensor_Retinaculum_transparency
TEXTURE 1 Inferior_Extensor_Retinaculum_normal

// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]

[TEXTURE]
NAME Abductor_Digiti_Minimi_tendon_bump
PATH Abductor_Digiti_Minimi_tendon_bump.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME Abductor_Digiti_Minimi_tendon_diffuse
PATH Abductor_Digiti_Minimi_tendon_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]

[TEXTURE]
NAME FootBones_diffuse
PATH FootBones_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]

[TEXTURE]
NAME FootBones_1k_normalmap
PATH FootBones_1k_normalmap.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]

[TEXTURE]
NAME Abductor_Digiti_Minimi_tendon_normal
PATH Abductor_Digiti_Minimi_tendon_normal.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME Abductor_Hallucis_diffuse
PATH Abductor_Hallucis_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME ach_x_bump
PATH ach_x_bump.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME ach_x_normal
PATH ach_x_normal.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME ach_x_diffuse
PATH ach_x_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME achilles_B_diffuse
PATH achilles_B_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME achilles_diffuse
PATH achilles_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME achilles_normal
PATH achilles_normal.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME extensorDigitorum_diffuse
PATH extensorDigitorum_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME extensorDigitorum_normal
PATH extensorDigitorum_normal.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME FDB_muscle_diffuse
PATH FDB_muscle_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME FHB_muscle_diffuse
PATH FHB_muscle_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME Inferior_Extensor_Retinaculum_normal
PATH Inferior_Extensor_Retinaculum_normal.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME Inferior_Extensor_Retinaculum_transparency
PATH Inferior_Extensor_Retinaculum_transparency.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]
[TEXTURE]
NAME pasted_NOlines_diffuse
PATH pasted_NOlines_diffuse.pvr
MINIFICATION LINEAR
MAGNIFICATION LINEAR
MIPMAP LINEAR
[/TEXTURE]

Ok. I think we have a misunderstanding here.
Let’s clarify a few more things:

  • If you are moving to our new sdk: then we have already ported the deferredshading ogles to work with our new sdk using our legacy pfx. The example is part of the sdk pakage. You will find it under Example/Advance/DeferredShading/OGLES

For vulkan we are using new pfx which is xml driven and will be used from now on. The legacy pfx is deprecated.

  • We see no reson for you to port the deferredshading from 3.2 to 16.2 since we have already done it for you.
    If you still want to do it. then it should be pretty simple to diff with our port.
    You have to be aware that you need to create the descriptor sets, pipelines, renderpasses, fbo (once again it is alreay done in 16.2).

i wasn’t trying to port the the defferredshading example. i am using your example and tweaking it so that i can use my models with the new framework. the example is using the legacy pfx. in fact there is only one example that has an xml based example and the documentation shows nothing about the xml style version. if you want people to use the new ways you should get some documentation that explains how to use the new system. here is a copy of the exact pfx before i did any changes to it.

[HEADER]
VERSION 01.00.00.00
DESCRIPTION OGLESDeferredShading Effects. Multiple Render Target versions.
COPYRIGHT Imagination Technologies
[/HEADER]

///////////////////////////////////////////////////////////////////////////
//// ////
//// GBUFFER EFFECTS ////
//// ////
///////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////
//// RenderGBuffer: Effects for tangent-space models(bumpmapped) ////
///////////////////////////////////////////////////////////////////////////
[EFFECT]
NAME RenderGBuffer

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix	WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix		WORLDVIEW
UNIFORM uWorldViewIT		 	WORLDVIEWIT
	
UNIFORM sTexture				TEXTURE0
UNIFORM sBumpMap				TEXTURE1

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE	inNormal			NORMAL
ATTRIBUTE	inTexCoord			UV0
ATTRIBUTE	inTangent			TANGENT

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE
	
UNIFORM uSpecularStrength			CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR
	
// SHADERS
VERTEXSHADER   GBufferVertexShader
FRAGMENTSHADER GBufferFragmentShader

[/EFFECT]

[VERTEXSHADER]
NAME GBufferVertexShader

[GLSL_CODE]
	#version 300 es

	#define VERTEX_ARRAY      0
	#define NORMAL_ARRAY      1
	#define TEXCOORD_ARRAY    2
	#define TANGENT_ARRAY     3
	
	layout(location = VERTEX_ARRAY)   in highp   vec3 inVertex;
	layout(location = NORMAL_ARRAY)   in highp   vec3 inNormal;
	layout(location = TEXCOORD_ARRAY) in mediump vec2 inTexCoord;
	layout(location = TANGENT_ARRAY)  in highp   vec3 inTangent;

	uniform  mat4  uWorldViewProjMatrix; 
	uniform  mat4  uWorldViewMatrix; 
	uniform  mat3  uWorldViewIT; 

	out  mediump  vec2   vTexCoord;
	out  highp    vec3   vNormal;
	out  highp    vec3   vTangent;
	out  highp    vec3   vBinormal;
	out  highp    vec3   vViewPos;

	void main() 
	{
		gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
  
		// Transform normal from model space to eye space
		vNormal = uWorldViewIT * inNormal;
		vTangent = uWorldViewIT * inTangent;
		vBinormal = cross(vNormal, vTangent);
  
		// Pass the vertex position in view space for depth calculations
		vViewPos = (uWorldViewMatrix * vec4(inVertex, 1.0)).xyz;

		// Pass the texture coordinates to the fragment shader
		vTexCoord = inTexCoord;				
	}
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME GBufferFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform  sampler2D  sTexture;
	uniform  sampler2D  sBumpMap;

	uniform  highp float  uFarClipDistance;
	uniform  lowp  float  uSpecularStrength;
	uniform  lowp  vec3   uDiffuseColor;

	in  mediump vec2   vTexCoord;
	in  highp   vec3   vNormal;
	in  highp   vec3   vTangent;
	in  highp   vec3   vBinormal;
	in  highp   vec3   vViewPos;
	
	layout(location = 0) out lowp  vec4  oAlbedo; 
	layout(location = 1) out highp vec3  oNormal; 
	layout(location = 2) out highp vec4  oDepth; 

	void main() 
	{
		// Calculate the albedo
		lowp vec3 albedo = texture(sTexture, vTexCoord).rgb * uDiffuseColor;
		// Pack the specular exponent with the albedo
		oAlbedo = vec4(albedo, uSpecularStrength);

		// Calculate viewspace perturbed normal
		highp vec3 bumpmap = normalize(texture(sBumpMap, vTexCoord).rgb * 2.0 - 1.0);
		highp mat3 tangentSpace = mat3(normalize(vTangent), normalize(vBinormal), normalize(vNormal));	
		highp vec3 normalVS = tangentSpace * bumpmap;		

		// Scale the normal range from [-1,1] to [0, 1] to pack it into the RGB_U8 texture
		oNormal.xyz = normalVS * 0.5 + 0.5;	

		// Pack the depth value into 4 channels 	
		// Pack the depth value into 4 channels 	
		highp float scaledDepth = length(vViewPos) / uFarClipDistance;
		highp vec4 enc = vec4(1.0, 255.0, 65025.0, 160581375.0) * scaledDepth;
		enc = fract(enc);
		enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);			
		
		oDepth = enc;
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

///////////////////////////////////////////////////////////////////////////
//// ////
//// RenderGBufferFloor: Effects for non-bumpmapped models ////
//// ////
///////////////////////////////////////////////////////////////////////////
[EFFECT]
NAME RenderGBufferFloor

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix	WORLDVIEWPROJECTION
UNIFORM uWorldViewIT		 	WORLDVIEWIT
UNIFORM uWorldViewMatrix		WORLDVIEW
		
// ATTRIBUTES
ATTRIBUTE inVertex				POSITION
ATTRIBUTE inNormal				NORMAL
ATTRIBUTE inTexCoord			UV0
	
// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE
	
UNIFORM uSpecularStrength				CUSTOMSEMANTIC_SPECULARSTRENGTH
UNIFORM uDiffuseColor				CUSTOMSEMANTIC_DIFFUSECOLOUR
	
// SHADERS
VERTEXSHADER   GBufferFloorVertexShader
FRAGMENTSHADER GBufferFloorFragmentShader

[/EFFECT]

[VERTEXSHADER]
NAME GBufferFloorVertexShader

[GLSL_CODE]
	#version 300 es

	#define VERTEX_ARRAY      0
	#define NORMAL_ARRAY      1
	#define TEXCOORD_ARRAY    2
	
	layout(location = VERTEX_ARRAY)   in highp   vec3 inVertex;
	layout(location = NORMAL_ARRAY)   in highp   vec3 inNormal;
	layout(location = TEXCOORD_ARRAY) in mediump vec2 inTexCoord;

	uniform  mat4  uWorldViewProjMatrix; 
	uniform  mat4  uWorldViewMatrix; 
	uniform  mat3  uWorldViewIT; 

	out  mediump  vec2   vTexCoord;
	out  highp    vec3   vNormal;
	out  highp    vec3   vViewPos;

	void main() 
	{
		gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
  
		// Transform normal from model space to eye space
		vNormal = uWorldViewIT * inNormal;
  
		// Pass the vertex position in view space for depth calculations
		vViewPos = (uWorldViewMatrix * vec4(inVertex, 1.0)).xyz;

		// Pass the texture coordinates to the fragment shader
		vTexCoord = inTexCoord;	
	}
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME GBufferFloorFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform  sampler2D  sTexture;
	
	uniform  lowp  float  uSpecularStrength;
	uniform  lowp  vec3   uDiffuseColor;
	uniform  highp float  uFarClipDistance;
	
	in  highp   vec3   vNormal;
	in  highp   vec2   vTexCoord;
	in  highp   vec3   vViewPos;
			
	layout(location = 0) out lowp  vec4  oAlbedo; 
	layout(location = 1) out highp vec3  oNormal; 
	layout(location = 2) out highp vec4  oDepth; 

	void main() 
	{
		// Pack the specular exponent with the albedo
		oAlbedo = vec4(texture(sTexture, vTexCoord).rgb * uDiffuseColor, uSpecularStrength);

		// Pack the normal
		oNormal.xyz = normalize(vNormal) * .5 + .5;

		// Pack the depth value into 4 channels 	
		highp float scaledDepth = length(vViewPos) / uFarClipDistance;
		highp vec4 enc = vec4(1.0, 255.0, 65025.0, 160581375.0) * scaledDepth;
		enc = fract(enc);
		enc -= enc.yzww * vec4(1.0/255.0,1.0/255.0,1.0/255.0,0.0);			
		
		oDepth = enc;			
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

///////////////////////////////////////////////////////////////////////////
//// ////
//// DEFERRED LIGHT SHADERS ////
//// ////
///////////////////////////////////////////////////////////////////////////

//
// Calculates the lighting for a point light source
//
[EFFECT]
NAME RenderPointLight

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix		WORLDVIEWPROJECTION
UNIFORM uWorldViewMatrix			WORLDVIEW
UNIFORM uLightColorIntensity		LIGHTCOLOR
	
UNIFORM sAlbedo					TEXTURE0
UNIFORM sNormals					TEXTURE1
UNIFORM sDepth					TEXTURE2

// CUSTOM SEMANTICS
UNIFORM uFarClipDistance			CUSTOMSEMANTIC_FARCLIPDISTANCE

UNIFORM uLightViewPosition		CUSTOMSEMANTIC_POINTLIGHT_VIEWPOSITION

// ATTRIBUTES
ATTRIBUTE inVertex				POSITION

// SHADERS	
VERTEXSHADER   DeferredVertexShader
FRAGMENTSHADER PointLightFragmentShader

[/EFFECT]

//
// Vertex shader that is shared amongst (most) deferred light shaders
//
[VERTEXSHADER]
NAME DeferredVertexShader

[GLSL_CODE]
	#version 300 es

	#define VERTEX_ARRAY      0

	layout(location = VERTEX_ARRAY)   in highp   vec3 inVertex;

	uniform  mat4  uWorldViewProjMatrix;
	uniform  mat4  uWorldViewMatrix;
	
	out  highp   vec3  vPositionVS;
	out  highp   vec3  vViewDirVS;
	out  mediump vec2  vTexCoord;

	void main() 
	{ 	
		gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
		gl_Position.xyz = gl_Position.xyz / gl_Position.w;
		gl_Position.w = 1.0;
		
		vTexCoord = (gl_Position.xy + 1.0) * 0.5;

		// Calculate the view-space position for lighting calculations
		vPositionVS = (uWorldViewMatrix * vec4(inVertex, 1.0)).xyz;

		// Pass the view direction
		vViewDirVS = vPositionVS;
	} 
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME PointLightFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform  sampler2D    sAlbedo;
	uniform  sampler2D    sNormals;
	uniform  sampler2D    sDepth;	

	uniform  highp float  uFarClipDistance;
	uniform  highp vec3   uLightColorIntensity;

	uniform  highp mat3   uWorldIT;		
	uniform  highp vec3   uLightViewPosition;
	
	in  highp   vec3  vPositionVS;
	in  highp   vec3  vViewDirVS;
	in  mediump vec2  vTexCoord;

	layout(location = 0) out lowp vec4 oColor;

	void main()
	{
		//
		// Read GBuffer attributes
		//	
		highp vec4 depthTex = texture(sDepth, vTexCoord);
		highp vec4 albedoSpec = texture(sAlbedo, vTexCoord);
		highp vec3 normalTex = texture(sNormals, vTexCoord).xyz;
		
		// reconstruct original depth value
		highp float depth = dot(depthTex, vec4(1.0, 1.0/255.0, 1.0/65025.0, 1.0/160581375.0));

		//
		// Reconstruct common vectors and world space position 
		//
		highp vec3 positionVS = normalize(vPositionVS) * depth * uFarClipDistance;	
		highp vec3 lightDirection = uLightViewPosition - positionVS;
		highp float lightDistance = length(lightDirection);
		lightDirection /= lightDistance;

		//
		// Calculate lighting terms
		//
		highp vec3 normal = normalize(normalTex * 2.0 - 1.0);	
		highp float n_dot_l = max(dot(lightDirection, normal), 0.0);	
		highp vec3 diffuse = n_dot_l * albedoSpec.rgb;

		highp vec3 viewDirection = normalize(vViewDirVS);
		highp vec3 reflectedLightDirection = reflect(lightDirection, normal);
		highp float v_dot_r = max(dot(viewDirection, reflectedLightDirection), 0.0);
		diffuse += vec3(pow(v_dot_r, 16.0) * albedoSpec.a);

		//Subtracting a small number and clamping makes for a much better falloff look.
		highp float attenuation = max(1. / (1. + 1. * lightDistance * lightDistance) -.001, 0.);
		oColor = vec4(diffuse * uLightColorIntensity * attenuation, 1.0);
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

//
// Calculates the lighting for a directional light source
//
[EFFECT]
NAME RenderDirectionalLight

// GLOBALS UNIFORMS
UNIFORM uLightColorIntensity		LIGHTCOLOR
		
UNIFORM sAlbedo						TEXTURE0
UNIFORM sNormals					TEXTURE1
	
// CUSTOM SEMANTICS
UNIFORM uLightDirection			CUSTOMSEMANTIC_DIRECTIONALLIGHT_DIRECTION

// SHADERS	
VERTEXSHADER   DirectionalLightVertexShader
FRAGMENTSHADER DirectionalLightFragmentShader

[/EFFECT]

[VERTEXSHADER]
NAME DirectionalLightVertexShader

[GLSL_CODE]
	#version 300 es

	const highp vec2 positions[4]=vec2[4]
	(
		vec2(-1.,-1.),
		vec2( 1.,-1.),
		vec2(-1., 1.),
		vec2( 1., 1.)
	);

	out  mediump vec2  vTexCoord;
	void main() 
	{ 	
		highp vec2 position = positions[gl_VertexID];
		
		gl_Position = vec4(position, 0.5, 1.);
		vTexCoord = position * .5 - .5; //Map -1..1-&gt;0..1
	} 
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME DirectionalLightFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform  sampler2D  sAlbedo;
	uniform  sampler2D  sNormals;

	uniform highp vec3  uLightColorIntensity;
	uniform  highp vec4  uLightDirection;

	in mediump vec2 vTexCoord;

	layout(location = 0) out lowp vec4 oColor;

	void main()
	{
		// Fetch required gbuffer attributes
		lowp  vec3 albedo = texture(sAlbedo, vTexCoord).rgb;
		highp vec3 normalTex = texture(sNormals, vTexCoord).xyz;
		highp vec3 normal = normalTex.xyz * 2.0 - vec3(1.0);
		
		// Calculate simple diffuse lighting
		highp float n_dot_l = max(dot(-uLightDirection.xyz, normal.xyz), 0.0);
		lowp vec3 color = albedo * (n_dot_l * uLightColorIntensity + vec3(.2, .2, .1));
		
		oColor = vec4(color, 1.0);
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

///////////////////////////////////////////////////////////////////////////
//// ////
//// AUXILIARY SHADERS ////
//// ////
///////////////////////////////////////////////////////////////////////////

//
// Renders the geometry using a single color passed as an uniform.
//
[EFFECT]
NAME RenderSolidColor

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix	WORLDVIEWPROJECTION
UNIFORM uConstantColor			MATERIALCOLORAMBIENT

// ATTRIBUTES
ATTRIBUTE	inVertex			POSITION

// SHADERS	
VERTEXSHADER   VertexShader
FRAGMENTSHADER SolidColorFragmentShader

[/EFFECT]

[VERTEXSHADER]
NAME VertexShader

[GLSL_CODE]
	#version 300 es

	layout(location = 0)   in highp   vec3 inVertex;

	uniform  mat4  uWorldViewProjMatrix; 

	void main() 
	{ 
		// pass-through position and texture coordinates
		gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
	} 
[/GLSL_CODE]

[/VERTEXSHADER]

[FRAGMENTSHADER]
NAME SolidColorFragmentShader

[GLSL_CODE]
	#version 300 es

	uniform lowp vec4 uConstantColor;

	layout(location = 0) out lowp vec4 oColor;

	void main()
	{
		oColor = uConstantColor;
	}
[/GLSL_CODE]

[/FRAGMENTSHADER]

[EFFECT]
NAME RenderNullColor

// GLOBALS UNIFORMS
UNIFORM uWorldViewProjMatrix	WORLDVIEWPROJECTION

// ATTRIBUTES
ATTRIBUTE	inVertex			POSITION

// SHADERS	
VERTEXSHADER   VertexShader
FRAGMENTSHADER NullFragmentShader

[/EFFECT]

[FRAGMENTSHADER]
NAME NullFragmentShader

[GLSL_CODE]
	#version 300 es
	void main() { }
[/GLSL_CODE]

[/FRAGMENTSHADER]

As you can see the example comes with the legacy.pfx style and you don’t have documentation on the new format. So I am not really sure what you are trying to tell me. I am only using your example to try and figure out how to get our old system working with the new framework. the question still remains as to why your code does not grab the correct textures as listed in the pfx file. it was ignoring them until i made the change in code. if i can avoid making changes in the framework i want to because i lose track of the changes when updates happen and it’s a pain. i would love some insight into using the new pfx format so that we are not stuck updating that later as well. I just want to make sure that I am not doing anything overly wrong when i expect the textures that are listed on the pfx file to be the ones that show up on screen. I noticed that your examples don’t reference textures in the pfx files. is that expected? is what I am doing incorrect. just reading through the code that i posted did not make sense it will never use the matched texture name index to get the texture which just seems wrong. Sorry i know this was alot of questions just trying to get a good understanding. You guys have made an amazing product that we love to use and have been very succesful with. This new version looks great but it is such a big change that it is causing some frustration and i sometimes don’t know if i am doing something wrong or if i am misunderstanding things. thanks again for the help

after reading back through your answer again. i have a question. We are using powerVR as the framework for our engine that is running on ios, android, and through emscripten to the web. we want to have one version of the system for a bit because performance is not a huge issue. everything we have already works fine with high framerates. the question now is if we are going to continue with ogles then will we only want to use the legacy pfx or will we want to update to the xml type that is in the skinning example? (by the way the skinning example is the only one for ios that i cannot get to run). I really want to get our upgrade path going and that is the research that i am doing right now but I am not sure of the roadmap. Thanks again for the help

First of all, thank you for using and appreciating our SDK.

The reason why you don’t see any change is because the textures are taken from the pod file (or the model), not the pfx. The framework does not automaticaly create the textures when using the legacy PFX format.

What you have to do is look for a assetManager.getTextureWithCaching(…) section and change that to get the textures from the pfx instead of the podfile.

Apologies for not releasing the new pfx format documentation. We are currently cleaning up the documentation and will nbe making it available very soon.

That is great news on the documentation. i look forward to seeing it. thanks for all of the help.