Continue refactoring shaders

This commit is contained in:
jgk
2021-03-10 21:22:52 +01:00
parent 4a455cc7c9
commit a2fa713bde
10 changed files with 29 additions and 375 deletions
+5 -4
View File
@@ -1,5 +1,6 @@
#version 430 core
in vec4 gColor;
in vec4 gColorC;
in vec4 gColorE;
in vec2 gBoundingBox;
out vec4 fColor;
@@ -7,8 +8,8 @@ out vec4 fColor;
void main()
{
if ( dot(gBoundingBox,gBoundingBox) > 1) { discard; }
fColor = gColor;
// fColor = vec4 (1,1,1,1);
float d = dot(gBoundingBox,gBoundingBox);
if ( d > 1) { discard; }
fColor = mix (gColorE , gColorC, d);
}
//note it is the fragdepth that stops this from being square
+4 -2
View File
@@ -2,7 +2,8 @@
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vCol[];
out vec4 gColor;
out vec4 gColorC;
out vec4 gColorE;
out vec2 gBoundingBox;
uniform vec2 winSize;
@@ -13,7 +14,8 @@ void main()
vec3 pa = gl_in[0].gl_Position.xyz;
vec3 pb = gl_in[1].gl_Position.xyz;
vec3 pc = gl_in[2].gl_Position.xyz;
gColor = vCol[0];
gColorC = vCol[0];
gColorE = vCol[1];
gBoundingBox = vec2 (-1,1);
gl_Position = vec4 (pb, 1);
-15
View File
@@ -1,15 +0,0 @@
#version 430 core
in vec4 gColorC;
in vec4 gColorE;
in vec2 gBoundingBox;
out vec4 fColor;
//out float gl_FragDepth;
void main()
{
float d = dot(gBoundingBox,gBoundingBox);
if ( d > 1) { discard; }
fColor = mix (gColorE , gColorC, d);
}
//note it is the fragdepth that stops this from being square
-36
View File
@@ -1,36 +0,0 @@
#version 430 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vCol[];
out vec4 gColorC;
out vec4 gColorE;
out vec2 gBoundingBox;
uniform vec2 winSize;
uniform float zoom;
void main()
{
vec3 pa = gl_in[0].gl_Position.xyz;
vec3 pb = gl_in[1].gl_Position.xyz;
vec3 pc = gl_in[2].gl_Position.xyz;
gColorC = vCol[0];
gColorE = vCol[1];
gBoundingBox = vec2 (-1,1);
gl_Position = vec4 (pb, 1);
//gl_Position = vec4 (0.5,0,0, 1);
EmitVertex();
gBoundingBox = vec2 (1,1);
gl_Position = vec4 (pa, 1);
EmitVertex();
gBoundingBox = vec2 (-1,-1);
gl_Position = vec4 (pc, 1);
// gl_Position = vec4 (0.5,0.5,0, 1);
EmitVertex();
gBoundingBox = vec2 (1,-1);
gl_Position = vec4 (pa + pc - pb, 1);
EmitVertex();
EndPrimitive();
}
-16
View File
@@ -1,16 +0,0 @@
#version 430 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 col;
out vec4 vCol;
uniform vec2 winSize;
uniform float zoom;
uniform vec2 translation;
uniform float rotation;
uniform mat4 worldMat;
void main()
{
gl_Position = worldMat * vec4(position,1);
vCol = col;
}