mirror of https://github.com/AxioDL/metaforce.git
GLSL macros
This commit is contained in:
parent
6db378ea45
commit
488de1bdb9
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@ -201,7 +201,7 @@ void ViewManager::pushRecentFile(const HECL::SystemString& path)
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void ViewManager::init(boo::IApplication* app)
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{
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m_mainWindow = std::unique_ptr<boo::IWindow>(app->newWindow(_S("URDE")));
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m_mainWindow = std::unique_ptr<boo::IWindow>(app->newWindow(_S("URDE"), 1));
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m_mainWindow->showWindow();
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m_mainWindow->setWaitCursor(true);
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@ -6,11 +6,12 @@ namespace pshag
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static const char* VS_GLSL_TEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 colorIn;\n"
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"layout(location=2) in vec4 uvIn;\n"
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"\n"
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"uniform LineUniform\n"
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"UBINDING0 uniform LineUniform\n"
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"{\n"
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" vec4 moduColor;\n"
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"};\n"
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@ -31,6 +32,7 @@ static const char* VS_GLSL_TEX =
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static const char* FS_GLSL_TEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@ -39,7 +41,7 @@ static const char* FS_GLSL_TEX =
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"TBINDING0 uniform sampler2D texs[1];\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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@ -47,10 +49,11 @@ static const char* FS_GLSL_TEX =
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static const char* VS_GLSL_NOTEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn;\n"
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"layout(location=1) in vec4 colorIn;\n"
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"\n"
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"uniform LineUniform\n"
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"UBINDING0 uniform LineUniform\n"
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"{\n"
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" vec4 moduColor;\n"
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"};\n"
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@ -224,7 +224,7 @@ void CMain::LoadAudio()
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int CMain::appMain(boo::IApplication* app)
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{
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Zeus::detectCPU();
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mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"));
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mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"), 1);
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mainWindow->showWindow();
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TOneStatic<CGameGlobalObjects> globalObjs;
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InitializeSubsystems();
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@ -238,7 +238,7 @@ int CMain::appMain(boo::IApplication* app)
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boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
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boo::SWindowRect windowRect = mainWindow->getWindowFrame();
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boo::ITextureR* renderTex = mainWindow->getMainContextDataFactory()->newRenderTexture(windowRect.size[0], windowRect.size[1], 1);
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boo::ITextureR* renderTex = mainWindow->getMainContextDataFactory()->newRenderTexture(windowRect.size[0], windowRect.size[1]);
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float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f};
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gfxQ->setClearColor(rgba);
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@ -10,11 +10,12 @@ namespace pshag
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static const char* VS_GLSL_TEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec4 uvsIn[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"UBINDING0 uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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@ -36,6 +37,7 @@ static const char* VS_GLSL_TEX =
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static const char* FS_GLSL_TEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@ -44,7 +46,7 @@ static const char* FS_GLSL_TEX =
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"TBINDING0 uniform sampler2D texs[1];\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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@ -52,6 +54,7 @@ static const char* FS_GLSL_TEX =
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static const char* FS_GLSL_TEX_REDTOALPHA =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@ -60,7 +63,7 @@ static const char* FS_GLSL_TEX_REDTOALPHA =
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[1];\n"
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"TBINDING0 uniform sampler2D texs[1];\n"
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"void main()\n"
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"{\n"
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" colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
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@ -69,12 +72,13 @@ static const char* FS_GLSL_TEX_REDTOALPHA =
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static const char* VS_GLSL_INDTEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"layout(location=5) in vec4 uvsInTexrTind[4];\n"
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"layout(location=9) in vec2 uvsInScene[4];\n"
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"\n"
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"uniform ParticleUniform\n"
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"UBINDING0 uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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@ -100,6 +104,7 @@ static const char* VS_GLSL_INDTEX =
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static const char* FS_GLSL_INDTEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@ -110,7 +115,7 @@ static const char* FS_GLSL_INDTEX =
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[3];\n"
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"TBINDING0 uniform sampler2D texs[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
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@ -122,6 +127,7 @@ static const char* FS_GLSL_INDTEX =
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static const char* FS_GLSL_CINDTEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"struct VertToFrag\n"
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"{\n"
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" vec4 color;\n"
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@ -132,7 +138,7 @@ static const char* FS_GLSL_CINDTEX =
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"\n"
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"in VertToFrag vtf;\n"
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"layout(location=0) out vec4 colorOut;\n"
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"uniform sampler2D texs[3];\n"
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"TBINDING0 uniform sampler2D texs[3];\n"
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"void main()\n"
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"{\n"
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" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
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@ -142,10 +148,11 @@ static const char* FS_GLSL_CINDTEX =
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static const char* VS_GLSL_NOTEX =
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"#version 330\n"
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BOO_GLSL_BINDING_HEAD
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"layout(location=0) in vec4 posIn[4];\n"
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"layout(location=4) in vec4 colorIn;\n"
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"\n"
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"uniform ParticleUniform\n"
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"UBINDING0 uniform ParticleUniform\n"
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"{\n"
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" mat4 mvp;\n"
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" vec4 moduColor;\n"
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2
hecl
2
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@ -1 +1 @@
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Subproject commit 2ff161839491dd42362a680221f5ef4bc95f32cc
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Subproject commit 5fa984eba8c87a974fba3c5f621747f2cd6982fc
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@ -1 +1 @@
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Subproject commit c83c1f0b939115497f4a15cfbc2669445e07bdb7
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Subproject commit 019cb96a24828ddd2304c3a05ab6cd124a94c4b7
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