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mirror of https://github.com/AxioDL/metaforce.git synced 2025-07-06 10:25:53 +00:00

Update shaders for Vulkan

This commit is contained in:
Jack Andersen 2016-06-30 16:32:50 -10:00
parent d429e6a7f7
commit b3e981763b
2 changed files with 16 additions and 15 deletions

View File

@ -22,7 +22,7 @@ SPECTER_GLSL_VIEW_VERT_BLOCK
" vec3 uv;\n"
" vec4 color;\n"
"};\n"
"out VertToFrag vtf;\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv = uvIn[gl_VertexID];\n"
@ -39,7 +39,7 @@ BOO_GLSL_BINDING_HEAD
" vec3 uv;\n"
" vec4 color;\n"
"};\n"
"in VertToFrag vtf;\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
@ -56,7 +56,7 @@ BOO_GLSL_BINDING_HEAD
" vec3 uv;\n"
" vec4 color;\n"
"};\n"
"in VertToFrag vtf;\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0, index=0) out vec4 colorOut;\n"
"layout(location=0, index=1) out vec4 blendOut;\n"
"void main()\n"

View File

@ -16,7 +16,7 @@ SPECTER_GLSL_VIEW_VERT_BLOCK
"{\n"
" vec4 color;\n"
"};\n"
"out VertToFrag vtf;\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.color = colorIn * mulColor;\n"
@ -25,11 +25,12 @@ SPECTER_GLSL_VIEW_VERT_BLOCK
static const char* GLSLSolidFS =
"#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
"};\n"
"in VertToFrag vtf;\n"
"SBINDING(0) in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
@ -45,12 +46,12 @@ SPECTER_GLSL_VIEW_VERT_BLOCK
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
" vec4 uv;\n"
"};\n"
"out VertToFrag vtf;\n"
"SBINDING(0) out VertToFrag vtf;\n"
"void main()\n"
"{\n"
" vtf.uv = uvIn;\n"
" vtf.uv.xy = uvIn;\n"
" vtf.color = mulColor;\n"
" gl_Position = mv * vec4(posIn, 1.0);\n"
"}\n";
@ -61,14 +62,14 @@ BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n"
"{\n"
" vec4 color;\n"
" vec2 uv;\n"
" vec4 uv;\n"
"};\n"
"in VertToFrag vtf;\n"
"SBINDING(0) in VertToFrag vtf;\n"
"TBINDING0 uniform sampler2D tex;\n"
"layout(location=0) out vec4 colorOut;\n"
"void main()\n"
"{\n"
" colorOut = texture(tex, vtf.uv) * vtf.color;\n"
" colorOut = texture(tex, vtf.uv.xy) * vtf.color;\n"
"}\n";
static const char* BlockNames[] = {"SpecterViewBlock"};