Bump to opengl 450
This commit is contained in:
@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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out vec4 FragColor;
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in vec4 gColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec4 gColor;
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in vec2 cenPosT;
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in float gRad;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec2 cenPosT;
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in vec2 gParams;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec2 vParams [];
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec4 position;
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out vec2 vParams;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec4 gColor;
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in vec2 cenPosTrans;
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in float gRad;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec4 vParams;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 4) out;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec4 params;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec2 vDistField;
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in float vLum;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (lines) in;
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layout (triangle_strip, max_vertices = 14) out;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 pos;
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out vec2 vDistField;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec2 gTexPos;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec2 vRad1;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec4 params;
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layout (location = 1) in vec2 texCoor;
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void main()
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+1
-1
@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec2 vTexPos;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec4 vCol;
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in vec3 vPos;
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in vec3 vparams;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec4 col;
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layout (location = 2) in vec3 boxXboxYwidth;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec4 vCol;
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in vec3 vPos;
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layout (location=0) out vec4 fCol;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec4 col;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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in vec4 vCol;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec4 position;
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layout (location = 1) in vec4 color;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec4 vColor;
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in vec2 boxOut;
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in vec2 boxIn;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 5) out;
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in vec4 vColor[];
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in vec4 boxes;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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uniform sampler2D aTexture;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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in vec4 gColC;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec4 col;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,3 +1,3 @@
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#version 430 core
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#version 450 core
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out vec4 fColor;
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void main () { fColor = vec4(0,0,0,0.5);}
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec2 position;
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void main()
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{ gl_Position = vec4 (position, 0 , 1);}
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec2 vTexPos;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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out vec4 fColor;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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// an attempt to test whether a geometry surface occludes the camera from a
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// light source
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layout (triangles) in;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in float lum;
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in vec2 dField;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec4 position;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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out vec4 fColor;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (lines_adjacency) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 pos;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec3 lum;
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in vec3 dField;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec3 position;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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uniform vec3 lightPos;
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uniform vec4 lumRad;
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uniform sampler2D screenTexture;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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out vec2 vTexPos;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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in vec3 lum;
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in vec3 dField;
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out vec4 fColor;
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@@ -1,4 +1,4 @@
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#version 430 core
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#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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|
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@@ -1,4 +1,4 @@
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#version 430 core
|
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#version 450 core
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layout (location = 0) in vec4 poss;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
|
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#version 450 core
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out vec4 fColor;
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void main()
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{
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@@ -1,4 +1,4 @@
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#version 430 core
|
||||
#version 450 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 8) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec4 poss;
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void main()
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{
|
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|
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@@ -1,4 +1,4 @@
|
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#version 430 core
|
||||
#version 450 core
|
||||
in vec4 vColor;
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||||
in vec3 vparams;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (points) in;
|
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layout (triangle_strip, max_vertices = 4) out;
|
||||
in vec4 vColor [];
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
layout (location = 2) in vec3 boxXboxYwidth;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec4 vColor;
|
||||
out vec4 fColor;
|
||||
void main()
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
out vec4 vColor;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec4 vColor;
|
||||
out vec4 fColor;
|
||||
void main()
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec4 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec4 vColor;
|
||||
in vec2 boxOut;
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||||
in vec2 boxIn;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices = 5) out;
|
||||
in vec4 vColor[];
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
layout (location = 2) in vec4 boxes;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec4 gColor;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
in vec4 vColor [];
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec4 aColor;
|
||||
layout (location = 2) in vec2 aTexCoord;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec4 gPos;
|
||||
in vec2 gBoundingBox;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (triangles) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec3 position;
|
||||
void main()
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec3 vTexPos;
|
||||
out vec4 fColor;
|
||||
uniform sampler2DArray tilesetSampler;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec3 texPos;
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec3 vTexPos;
|
||||
in vec3 vPos;
|
||||
layout (location=0) out vec4 fCol;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec3 texPos;
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec2 texPos;
|
||||
in vec2 texDist;
|
||||
in float gfactor;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
in vec2 vRad1[];
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 rad1;
|
||||
layout (location = 2) in vec2 rad2;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec2 vTexPos;
|
||||
out vec4 fColor;
|
||||
const vec2 winSize = vec2 (300.0,300.0);
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texPos;
|
||||
uniform vec2 winSize;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec2 vTexPos;
|
||||
out vec4 fColor;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texPos;
|
||||
out vec2 vTexPos;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec2 vTexPos;
|
||||
out vec4 fColor;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texPos;
|
||||
out vec2 vTexPos;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec2 vTexPos;
|
||||
out vec4 fColor;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texPos;
|
||||
out vec2 vTexPos;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec2 vTexPos;
|
||||
out vec4 fColor;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec2 pos;
|
||||
layout (location = 1) in vec2 texPos;
|
||||
out vec2 vTexPos;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec2 vTexPos;
|
||||
out vec4 fColor;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec3 pos;
|
||||
layout (location = 1) in vec2 texPos;
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec4 vColor;
|
||||
in vec3 vparams;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (points) in;
|
||||
layout (triangle_strip, max_vertices = 4) out;
|
||||
in vec4 vColor [];
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec4 color;
|
||||
layout (location = 2) in vec3 boxXboxYwidth;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
#version 430 core
|
||||
#version 450 core
|
||||
in vec4 vColor;
|
||||
out vec4 fColor;
|
||||
void main()
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user