Replace explicit matrix uniforms with single ubo

This commit is contained in:
2021-06-24 17:58:15 +02:00
parent 7ab932db93
commit 97598bc171
26 changed files with 39 additions and 174 deletions
+5 -7
View File
@@ -1,11 +1,9 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out float lum;
out vec2 dField;
uniform mat4 worldMat;
void main()
{
lum = gl_in[0].gl_Position.w;
@@ -13,16 +11,16 @@ void main()
float gRad = gl_in[0].gl_Position.z;
dField = vec2 ( 1, 1);
gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y + gRad, -0 , 1);
EmitVertex();
dField = vec2 (-1, 1);
gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y + gRad, -0 , 1);
EmitVertex();
dField = vec2 ( 1,-1);
gl_Position = worldMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
gl_Position = theMat * vec4 (cenPos.x + gRad, cenPos.y - gRad, -0 , 1);
EmitVertex();
dField = vec2 (-1,-1);
gl_Position = worldMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
gl_Position = theMat * vec4 (cenPos.x - gRad, cenPos.y - gRad, -0 , 1);
EmitVertex();
EndPrimitive();
-1
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@@ -1,6 +1,5 @@
#version 430 core
layout (location = 0) in vec4 position;
uniform mat4 worldMat;
void main()
{
gl_Position = position;
-1
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@@ -1,6 +1,5 @@
#version 430 core
out vec4 fColor;
void main()
{
fColor = vec4 (0.9,0.5,0,0);
+10 -12
View File
@@ -1,11 +1,9 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 11) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
uniform vec2 lightPos;
uniform mat4 worldMat;
vec2 lightPosa = ( worldMat * vec4(lightPos,0,1) ).xy;
vec2 lightPosa = ( theMat * vec4(lightPos,0,1) ).xy;
vec4 shift (vec4 p)
{ return vec4 (p.xy + (200 * (p.xy-lightPos)), 0 , 1);
@@ -28,14 +26,14 @@ vec4 p6 = shift(p2);
vec4 p7 = vec4 (p6.xy,-0.5,1);
vec4 p8 = vec4 (p5.xy,-0.5,1);
vec4 a1 = worldMat * p1;
vec4 a2 = worldMat * p2;
vec4 a3 = worldMat * p3;
vec4 a4 = worldMat * p4;
vec4 a5 = worldMat * p5;
vec4 a6 = worldMat * p6;
vec4 a7 = worldMat * p7;
vec4 a8 = worldMat * p8;
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
vec4 a5 = theMat * p5;
vec4 a6 = theMat * p6;
vec4 a7 = theMat * p7;
vec4 a8 = theMat * p8;
gl_Position = a4; EmitVertex();
gl_Position = a3; EmitVertex();
-1
View File
@@ -1,6 +1,5 @@
#version 430 core
layout (location = 0) in vec4 poss;
void main()
{
gl_Position = poss;
-3
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@@ -1,11 +1,8 @@
#version 430 core
in vec2 cenPosT;
in float lum;
in vec3 dField;
out vec4 fColor;
void main()
{
float c = pow (1 - min(1, dot(dField,dField)) , 2) * lum ;
+5 -8
View File
@@ -1,14 +1,11 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec3 dField;
out float lum;
uniform vec2 lightPos;
uniform mat4 worldMat;
uniform vec2 radLum;
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
@@ -31,10 +28,10 @@ if (isLHS (p1.xy - lightPos, p2.xy - lightPos) < 0)
vec2 d1 = p1.xy - lightPos;
vec2 d2 = p2.xy - lightPos;
vec4 a1 = shiftCloser( worldMat * p1 );
vec4 a2 = shiftCloser( worldMat * p2 );
vec4 a3 = shiftCloser( worldMat * p3 );
vec4 a4 = shiftCloser( worldMat * p4 );
vec4 a1 = shiftCloser( theMat * p1 );
vec4 a2 = shiftCloser( theMat * p2 );
vec4 a3 = shiftCloser( theMat * p3 );
vec4 a4 = shiftCloser( theMat * p4 );
dField = vec3( d1.x/rad, d1.y/rad, 0);
gl_Position = a1;
-1
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@@ -1,6 +1,5 @@
#version 430 core
layout (location = 0) in vec4 poss;
void main()
{
gl_Position = poss;