Rewrite shaders to use OpenGL ES3 syntax

Signed-off-by: renderexpert <expert@renderconsulting.co.uk>
This commit is contained in:
renderexpert
2025-02-06 10:49:02 +00:00
committed by Konstantin Pastbin
parent 9b3507211f
commit 6d0daf6fe7
97 changed files with 1520 additions and 1015 deletions

View File

@@ -1,14 +1,26 @@
in vec4 a_position;
in vec2 a_normal;
in vec2 a_colorTexCoords;
layout (location = 0) in vec4 a_position;
layout (location = 1) in vec2 a_normal;
layout (location = 2) in vec2 a_colorTexCoords;
uniform mat4 u_modelView;
uniform mat4 u_projection;
uniform mat4 u_pivotTransform;
layout (location = 0) out vec2 v_colorTexCoords;
uniform float u_arrowHalfWidth;
out vec2 v_colorTexCoords;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
mat4 u_pivotTransform;
vec4 u_routeParams;
vec4 u_color;
vec4 u_maskColor;
vec4 u_outlineColor;
vec4 u_fakeColor;
vec4 u_fakeOutlineColor;
vec2 u_fakeBorders;
vec2 u_pattern;
vec2 u_angleCosSin;
float u_arrowHalfWidth;
float u_opacity;
};
void main()
{
@@ -19,9 +31,7 @@ void main()
transformedAxisPos = calcLineTransformedAxisPos(transformedAxisPos, a_position.xy + norm,
u_modelView, length(norm));
}
v_colorTexCoords = a_colorTexCoords;
vec4 pos = vec4(transformedAxisPos, a_position.z, 1.0) * u_projection;
gl_Position = applyPivotTransform(pos, u_pivotTransform, 0.0);
}