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network compression test
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_font.h
diff --git
a/shaders/model_font.h
b/shaders/model_font.h
index 65d53e3f83d1a1a43d97cdbb0661af2643e5a1cb..e3361ab8c6e91d199d9a3313416167472e7befae 100644
(file)
--- a/
shaders/model_font.h
+++ b/
shaders/model_font.h
@@
-12,9
+12,6
@@
static struct vg_shader _shader_model_font = {
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
"layout (location=2) in vec2 a_uv;\n"
"layout (location=0) in vec3 a_co;\n"
"layout (location=1) in vec3 a_norm;\n"
"layout (location=2) in vec2 a_uv;\n"
-"layout (location=3) in vec4 a_colour;\n"
-"layout (location=4) in vec4 a_weights;\n"
-"layout (location=5) in ivec4 a_groups;\n"
"\n"
"#line 1 1 \n"
"const float k_motion_lerp_amount = 0.01;\n"
"\n"
"#line 1 1 \n"
"const float k_motion_lerp_amount = 0.01;\n"
@@
-34,16
+31,15
@@
static struct vg_shader _shader_model_font = {
" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
"}\n"
"\n"
" aMotionVec1 = vec3( vproj1.xy, vproj1.w );\n"
"}\n"
"\n"
-"#line
9
0 \n"
+"#line
6
0 \n"
"\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
"uniform vec4 uOffset;\n"
"\n"
"\n"
"uniform mat4x3 uMdl;\n"
"uniform mat4 uPv;\n"
"uniform mat4 uPvmPrev;\n"
"uniform vec4 uOffset;\n"
"\n"
-"out vec4 aColour;\n"
"out vec2 aUv;\n"
"out vec2 aUv;\n"
-"out vec
3
aNorm;\n"
+"out vec
4
aNorm;\n"
"out vec3 aCo;\n"
"out vec3 aWorldCo;\n"
"\n"
"out vec3 aCo;\n"
"out vec3 aWorldCo;\n"
"\n"
@@
-57,25
+53,24
@@
static struct vg_shader _shader_model_font = {
" vs_motion_out( vproj0, vproj1 );\n"
"\n"
" gl_Position = vproj0;\n"
" vs_motion_out( vproj0, vproj1 );\n"
"\n"
" gl_Position = vproj0;\n"
-" aWorldCo = world_pos0;\n"
-" aColour = a_colour;\n"
+"\n"
" aUv = a_uv;\n"
" aUv = a_uv;\n"
-" aNorm = mat3(uMdl) * a_norm;\n"
-" aCo = a_co;\n"
+" aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );\n"
+" aCo = co;\n"
+" aWorldCo = world_pos0;\n"
"}\n"
""},
.fs =
{
.orig_file = "shaders/model_font.fs",
.static_src =
"}\n"
""},
.fs =
{
.orig_file = "shaders/model_font.fs",
.static_src =
-"
out vec4 FragColo
r;\n"
+"
layout (location = 0) out vec4 oColou
r;\n"
"\n"
"uniform sampler2D uTexMain;\n"
"uniform vec4 uColour;\n"
"\n"
"\n"
"uniform sampler2D uTexMain;\n"
"uniform vec4 uColour;\n"
"\n"
-"in vec4 aColour;\n"
"in vec2 aUv;\n"
"in vec2 aUv;\n"
-"in vec
3
aNorm;\n"
+"in vec
4
aNorm;\n"
"in vec3 aCo;\n"
"\n"
"#line 1 1 \n"
"in vec3 aCo;\n"
"\n"
"#line 1 1 \n"
@@
-97,12
+92,12
@@
static struct vg_shader _shader_model_font = {
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
" oMotionVec = (vmotion1-vmotion0) * (1.0/k_motion_lerp_amount);\n"
"}\n"
"\n"
-"#line 1
2
0 \n"
+"#line 1
1
0 \n"
"\n"
"void main()\n"
"{\n"
" compute_motion_vectors();\n"
"\n"
"void main()\n"
"{\n"
" compute_motion_vectors();\n"
-"
FragColo
r = texture( uTexMain, aUv ) * uColour;\n"
+"
oColou
r = texture( uTexMain, aUv ) * uColour;\n"
"}\n"
""},
};
"}\n"
""},
};