Update twoD shaders

This commit is contained in:
jgk
2021-06-24 17:35:50 +02:00
parent 93936346f7
commit 7ab932db93
6 changed files with 8 additions and 28 deletions
-7
View File
@@ -1,13 +1,6 @@
#version 430 core
layout (location = 0) in vec4 position;
//out vec2 vParams;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
uniform mat4 worldMat;
void main()
{
gl_Position = position;
+2 -4
View File
@@ -2,14 +2,12 @@
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec3 boxXboxYwidth;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vColor;
out vec3 vparams;
uniform mat4 worldMat;
void main()
{
gl_Position = worldMat * vec4(position.xyz,1);
gl_Position = theMat * vec4(position.xyz,1);
vColor = color;
vparams = boxXboxYwidth;
}
-4
View File
@@ -1,12 +1,8 @@
#version 430 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vColor;
uniform mat4 worldMat;
void main()
{
gl_Position = theMat * vec4(position,1);
+2 -4
View File
@@ -2,15 +2,13 @@
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec4 boxes;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vColor;
out vec2 boxOut;
out vec2 boxIn;
uniform mat4 worldMat;
void main()
{
gl_Position = worldMat * vec4(position.xyz,1);
gl_Position = theMat * vec4(position.xyz,1);
vColor = color;
boxOut = boxes.xy ;
boxIn = boxes.zw ;
+2 -5
View File
@@ -2,15 +2,12 @@
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec2 aTexCoord;
uniform mat4 worldMat;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 gColor;
out vec2 gTexCoord;
void main()
{
gl_Position = worldMat * vec4(aPos, 1.0);
gl_Position = theMat * vec4(aPos, 1.0);
gColor = aColor;
gTexCoord = aTexCoord;
}
+2 -4
View File
@@ -1,12 +1,10 @@
#version 430 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 col;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vCol;
uniform mat4 worldMat;
void main()
{
gl_Position = worldMat * vec4(position,1);
gl_Position = theMat * vec4(position,1);
vCol = col;
}