Commit before fully removing uniforms other than the matrix

This commit is contained in:
2021-06-10 15:45:52 +02:00
parent aa30f6b969
commit 0a8370c7c6
9 changed files with 25 additions and 151 deletions
+2 -3
View File
@@ -2,10 +2,9 @@
in vec2 gTexPos;
out vec4 fColor;
uniform sampler2D aTexture;
void main()
{
// fColor = vec4 (1,1,0,1);
fColor = texture(aTexture, gTexPos);
fColor = vec4 (0.5,0.2,0,1);
// fColor = texture(aTexture, gTexPos);
}
-28
View File
@@ -1,43 +1,15 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vParams [];
in vec2 vWinSize [];
out vec2 gTexPos;
uniform vec2 winSize;
uniform vec2 translation;
uniform float zoom;
uniform float rotation;
vec2 rotBy( float rot, vec2 v)
{
return vec2 ( v.x * cos(rot) - v.y * sin(rot)
, v.x * sin(rot) + v.y * cos(rot)
);
}
void main()
{
vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
// float zoom = vParams[0].w;
float rot = 0 - rotation;
float x = winSize.x / (500*zoom) ;
float y = winSize.y / (500*zoom) ;
gTexPos = cPos + rotBy(-rot , vec2(x,y));
gl_Position = vec4 (1,1,0.9,1);
EmitVertex();
gTexPos = cPos + rotBy(-rot , vec2(x,-y));
gl_Position = vec4 (1,-1,0.9,1);
EmitVertex();
gTexPos = cPos + rotBy(-rot , vec2(-x,y));
gl_Position = vec4 (-1,1,0.9,1);
EmitVertex();
gTexPos = cPos + rotBy(-rot , vec2(-x,-y));
gl_Position = vec4 (-1,-1,0.9,1);
EmitVertex();
EndPrimitive();
}
-10
View File
@@ -1,18 +1,8 @@
#version 430 core
layout (location = 0) in vec4 params;
layout (location = 1) in vec2 texCoor;
out vec4 vParams;
out vec2 vWinSize;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
uniform mat4 worldMat;
void main()
{
gl_Position = vec4(0,0,0,0);
vParams = params;
vWinSize = winSize;
}
-3
View File
@@ -1,10 +1,7 @@
#version 430 core
in float lum;
in vec2 dField;
out vec4 fColor;
void main()
{
float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
+6 -12
View File
@@ -4,31 +4,25 @@ layout (triangle_strip, max_vertices = 4) out;
out float lum;
out vec2 dField;
uniform vec2 winSize;
uniform float zoom;
uniform mat4 worldMat;
void main()
{
lum = gl_in[0].gl_Position.w;
vec4 cenPos = worldMat * vec4( gl_in[0].gl_Position.xy, 0 , 1);
float gRad = gl_in[0].gl_Position.z * zoom * 2;
vec4 cenPos = vec4( gl_in[0].gl_Position.xy, 0 , 1);
float gRad = gl_in[0].gl_Position.z;
dField = vec2 ( 1, 1);
gl_Position
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
EmitVertex();
dField = vec2 (-1, 1);
gl_Position
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, -0 , 1);
gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
EmitVertex();
dField = vec2 ( 1,-1);
gl_Position
= vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
EmitVertex();
dField = vec2 (-1,-1);
gl_Position
= vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, -0 , 1);
gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
EmitVertex();
EndPrimitive();