Rename shaders, remove a dependency on Dodge.Data

This commit is contained in:
2021-04-28 13:32:50 +02:00
parent 2085d5a048
commit 1b4eac2da7
28 changed files with 163 additions and 176 deletions
+9
View File
@@ -0,0 +1,9 @@
#version 430 core
in vec4 gColor;
out vec4 fColor;
void main()
{
fColor = gColor;
}
+41
View File
@@ -0,0 +1,41 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
out vec4 gColor;
uniform mat4 perpMat;
// consider using isLHS to check if the wall is facing the center
// this needs the view from point
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
void main()
{
gColor = vColor[0];
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 a1 = perpMat * p1;
vec4 a2 = perpMat * p2;
// if (0 > isLHS (a1.xy - a2.xy, a1.xy - "viewFromPoint")) {
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 a3 = perpMat * p3;
vec4 a4 = perpMat * p4;
gl_Position = a1; EmitVertex();
gl_Position = a3; EmitVertex();
gl_Position = a2; EmitVertex();
gl_Position = a4; EmitVertex();
EndPrimitive();
// }
}
@@ -9,4 +9,5 @@ out vec4 fColor;
void main()
{
fColor = gColor * texture(tex,tPos);
// fColor = gColor;
}