diff --git a/demos/tutorial/03_noise.cpp b/demos/tutorial/03_noise.cpp index 9a3d96be..92b5007a 100644 --- a/demos/tutorial/03_noise.cpp +++ b/demos/tutorial/03_noise.cpp @@ -46,7 +46,7 @@ public: { m_shader = Shader::Create(LOLFX_RESOURCE_NAME(03_noise)); m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); - m_time_uni = m_shader->GetUniformLocation("u_Time"); + m_time_uni = m_shader->GetUniformLocation("u_time"); m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position)); diff --git a/demos/tutorial/03_noise.lolfx b/demos/tutorial/03_noise.lolfx index 184252a7..b8c71ead 100644 --- a/demos/tutorial/03_noise.lolfx +++ b/demos/tutorial/03_noise.lolfx @@ -2,7 +2,7 @@ #version 120 -uniform float u_Time; +uniform float u_time; attribute vec2 in_Position; @@ -19,7 +19,7 @@ void main(void) { mat3 r = mat3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); vec3 p_pos = r * vec3(in_Position * vec2(16.0, 9.0), 0.0); - vec3 p_time = r * vec3(0.0, 0.0, u_Time * 2.0); + vec3 p_time = r * vec3(0.0, 0.0, u_time * 2.0); /* Noise sampling points for water */ water[0] = p_pos / 2.0 + p_time; @@ -28,7 +28,7 @@ void main(void) water[3] = p_pos / 16.0 + p_time; /* Noise sampling points for fire */ - p_pos = 16.0 * p_pos - r * vec3(0.0, mod289(u_Time) * 128.0, 0.0); + p_pos = 16.0 * p_pos - r * vec3(0.0, mod289(u_time) * 128.0, 0.0); fire[0] = p_pos / 2.0 + p_time * 2.0; fire[1] = p_pos / 4.0 + p_time * 1.5; fire[2] = p_pos / 8.0 + p_time; @@ -36,7 +36,7 @@ void main(void) /* Pass rotated screen coordinates */ pass_Position.xy = in_Position; - mat2 rot = mat2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); + mat2 rot = mat2(cos(u_time), sin(u_time), -sin(u_time), cos(u_time)); pass_Position.zw = rot * in_Position; gl_Position = vec4(in_Position, 0.0, 1.0); @@ -50,7 +50,7 @@ void main(void) precision highp float; #endif -uniform float u_Time; +uniform float u_time; varying vec4 pass_Position; varying vec3 water[4]; @@ -92,7 +92,7 @@ float noise3d(vec3 p) void main(void) { /* Dither the transition between water and fire */ - float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); + float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_time); vec2 d = vec2(16.0, 9.0) * pass_Position.xy; test += 0.5 * (length(fract(d) - 0.5) - length(fract(d + 0.5) - 0.5)); @@ -153,7 +153,7 @@ float mod289(float x) } void main(float2 in_Position : POSITION, - uniform float u_Time, + uniform float u_time, out float4 out_Position : POSITION, out float4 pass_Position : TEXCOORD0, out float3 water[4] : TEXCOORD1, @@ -161,7 +161,7 @@ void main(float2 in_Position : POSITION, { float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60); float3 p_pos = mul(r, float3(in_Position * float2(16.0, 9.0), 0.0)); - float3 p_time = mul(r, float3(0.0, 0.0, u_Time * 2.0)); + float3 p_time = mul(r, float3(0.0, 0.0, u_time * 2.0)); /* Noise sampling points for water */ water[0] = p_pos / 2.0 + p_time; @@ -170,7 +170,7 @@ void main(float2 in_Position : POSITION, water[3] = p_pos / 16.0 + p_time; /* Noise sampling points for fire */ - p_pos = 16.0 * p_pos - mul(r, float3(0.0, mod289(u_Time) * 128.0, 0.0)); + p_pos = 16.0 * p_pos - mul(r, float3(0.0, mod289(u_time) * 128.0, 0.0)); fire[0] = p_pos / 2.0 + p_time * 2.0; fire[1] = p_pos / 4.0 + p_time * 1.5; fire[2] = p_pos / 8.0 + p_time; @@ -178,7 +178,7 @@ void main(float2 in_Position : POSITION, /* Pass rotated screen coordinates */ pass_Position.xy = in_Position; - float2x2 rot = float2x2(cos(u_Time), sin(u_Time), -sin(u_Time), cos(u_Time)); + float2x2 rot = float2x2(cos(u_time), sin(u_time), -sin(u_time), cos(u_time)); pass_Position.zw = mul(rot, in_Position); out_Position = float4(in_Position, 0.0, 1.0); @@ -222,11 +222,11 @@ float noise3d(float3 p) void main(in float4 pass_Position : TEXCOORD0, in float3 water[4] : TEXCOORD1, in float3 fire[4] : TEXCOORD5, - uniform float u_Time, + uniform float u_time, out float4 out_FragColor : COLOR) { /* Dither the transition between water and fire */ - float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_Time); + float test = pass_Position.z * pass_Position.w + 1.5 * sin(u_time); float2 d = float2(16.0, 9.0) * pass_Position.xy; test += 0.5 * (length(frac(d) - 0.5) - length(frac(d + 0.5) - 0.5)); diff --git a/demos/tutorial/08_fbo.cpp b/demos/tutorial/08_fbo.cpp index 7bd7e72b..764fd807 100644 --- a/demos/tutorial/08_fbo.cpp +++ b/demos/tutorial/08_fbo.cpp @@ -62,7 +62,7 @@ public: m_uni_flag = m_shader->GetUniformLocation("in_Flag"); m_uni_point = m_shader->GetUniformLocation("in_Point"); m_uni_color = m_shader->GetUniformLocation("in_Color"); - m_uni_texture = m_shader->GetUniformLocation("in_Texture"); + m_uni_texture = m_shader->GetUniformLocation("u_texture"); m_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position)); diff --git a/demos/tutorial/08_fbo.lolfx b/demos/tutorial/08_fbo.lolfx index d47db363..dd526d7d 100644 --- a/demos/tutorial/08_fbo.lolfx +++ b/demos/tutorial/08_fbo.lolfx @@ -20,7 +20,7 @@ void main() precision highp float; #endif -uniform sampler2D in_Texture; +uniform sampler2D u_texture; uniform float in_Flag; uniform vec3 in_Point; uniform vec3 in_Color; @@ -46,7 +46,7 @@ void main(void) else { vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); - gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); + gl_FragColor = vec4(texture2D(u_texture, texcoords).xyz, 1.0); } } @@ -63,7 +63,7 @@ void main(float2 in_Position : POSITION, [frag.hlsl] void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, + uniform sampler2D u_texture, uniform float in_Flag, uniform float3 in_Point, uniform float3 in_Color, @@ -88,7 +88,7 @@ void main(in float2 pass_Position : TEXCOORD0, float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); /* FIXME: this should be passed as a uniform or something */ texcoords += float2(0.5 / 800.0, 0.5 / 600.0); - out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); + out_FragColor = float4(tex2D(u_texture, texcoords).xyz, 1.0); } } diff --git a/demos/tutorial/12_distance.lolfx b/demos/tutorial/12_distance.lolfx index d47db363..dd526d7d 100644 --- a/demos/tutorial/12_distance.lolfx +++ b/demos/tutorial/12_distance.lolfx @@ -20,7 +20,7 @@ void main() precision highp float; #endif -uniform sampler2D in_Texture; +uniform sampler2D u_texture; uniform float in_Flag; uniform vec3 in_Point; uniform vec3 in_Color; @@ -46,7 +46,7 @@ void main(void) else { vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); - gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); + gl_FragColor = vec4(texture2D(u_texture, texcoords).xyz, 1.0); } } @@ -63,7 +63,7 @@ void main(float2 in_Position : POSITION, [frag.hlsl] void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, + uniform sampler2D u_texture, uniform float in_Flag, uniform float3 in_Point, uniform float3 in_Color, @@ -88,7 +88,7 @@ void main(in float2 pass_Position : TEXCOORD0, float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); /* FIXME: this should be passed as a uniform or something */ texcoords += float2(0.5 / 800.0, 0.5 / 600.0); - out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); + out_FragColor = float4(tex2D(u_texture, texcoords).xyz, 1.0); } } diff --git a/demos/tutorial/12_texture_to_screen.lolfx b/demos/tutorial/12_texture_to_screen.lolfx index fac53a65..31dcae2a 100644 --- a/demos/tutorial/12_texture_to_screen.lolfx +++ b/demos/tutorial/12_texture_to_screen.lolfx @@ -61,7 +61,7 @@ float3 rand_color(float t) } void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, + uniform sampler2D u_texture, uniform float in_Flag, uniform float3 in_Point, uniform float3 in_Color, @@ -86,7 +86,7 @@ void main(in float2 pass_Position : TEXCOORD0, float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); /* FIXME: this should be passed as a uniform or something */ texcoords += float2(0.5 / 800.0, 0.5 / 600.0); - out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); + out_FragColor = float4(tex2D(u_texture, texcoords).xyz, 1.0); } } diff --git a/demos/tutorial/12_voronoi.lolfx b/demos/tutorial/12_voronoi.lolfx index 2ff787ae..d04801ab 100644 --- a/demos/tutorial/12_voronoi.lolfx +++ b/demos/tutorial/12_voronoi.lolfx @@ -82,7 +82,6 @@ void main(float2 in_Position : POSITION, [frag.hlsl] void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, uniform float in_Flag, uniform float3 in_Point, uniform float3 in_Color, diff --git a/demos/tutorial/12_voronoi_distance.lolfx b/demos/tutorial/12_voronoi_distance.lolfx index d47db363..dd526d7d 100644 --- a/demos/tutorial/12_voronoi_distance.lolfx +++ b/demos/tutorial/12_voronoi_distance.lolfx @@ -20,7 +20,7 @@ void main() precision highp float; #endif -uniform sampler2D in_Texture; +uniform sampler2D u_texture; uniform float in_Flag; uniform vec3 in_Point; uniform vec3 in_Color; @@ -46,7 +46,7 @@ void main(void) else { vec2 texcoords = pass_Position * 0.5 + vec2(0.5, 0.5); - gl_FragColor = vec4(texture2D(in_Texture, texcoords).xyz, 1.0); + gl_FragColor = vec4(texture2D(u_texture, texcoords).xyz, 1.0); } } @@ -63,7 +63,7 @@ void main(float2 in_Position : POSITION, [frag.hlsl] void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, + uniform sampler2D u_texture, uniform float in_Flag, uniform float3 in_Point, uniform float3 in_Color, @@ -88,7 +88,7 @@ void main(in float2 pass_Position : TEXCOORD0, float2 texcoords = pass_Position * float2(0.5, -0.5) + float2(0.5, 0.5); /* FIXME: this should be passed as a uniform or something */ texcoords += float2(0.5 / 800.0, 0.5 / 600.0); - out_FragColor = float4(tex2D(in_Texture, texcoords).xyz, 1.0); + out_FragColor = float4(tex2D(u_texture, texcoords).xyz, 1.0); } } diff --git a/demos/tutorial/12_voronoi_setup.lolfx b/demos/tutorial/12_voronoi_setup.lolfx index 9d1a114e..5a5d2698 100644 --- a/demos/tutorial/12_voronoi_setup.lolfx +++ b/demos/tutorial/12_voronoi_setup.lolfx @@ -59,7 +59,6 @@ void main(float2 in_Position : POSITION, [frag.hlsl] void main(in float2 pass_Position : TEXCOORD0, - uniform sampler2D in_Texture, uniform float in_Flag, uniform float3 in_Point, uniform float3 in_Color, diff --git a/src/easymesh/easymeshrender.cpp b/src/easymesh/easymeshrender.cpp index e480d876..fe225c09 100644 --- a/src/easymesh/easymeshrender.cpp +++ b/src/easymesh/easymeshrender.cpp @@ -122,12 +122,12 @@ DefaultShaderData::DefaultShaderData(uint16_t vert_decl_flags, Shader* shader, b static const String DefaultUniforms[7] = { - String("u_Lights"), - String("in_ModelView"), - String("in_View"), - String("in_Inv_View"), - String("in_Proj"), - String("in_NormalMat"), + String("u_lights"), + String("u_modelview"), + String("u_view"), + String("u_inv_view"), + String("u_proj"), + String("u_normalmat"), String("in_Damage") }; //----------------------------------------------------------------------------- diff --git a/src/easymesh/shiny.lolfx b/src/easymesh/shiny.lolfx index ae100a35..5be91d49 100644 --- a/src/easymesh/shiny.lolfx +++ b/src/easymesh/shiny.lolfx @@ -6,10 +6,10 @@ attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec4 in_Color; -uniform mat4 in_ModelView; -uniform mat4 in_View; -uniform mat4 in_Proj; -uniform mat3 in_NormalMat; +uniform mat4 u_modelview; +uniform mat4 u_view; +uniform mat4 u_proj; +uniform mat3 u_normalmat; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -17,14 +17,14 @@ varying vec4 pass_Color; void main(void) { - vec4 vertex = in_ModelView * vec4(in_Position, 1.0); - vec3 tnorm = normalize(in_NormalMat * in_Normal); + vec4 vertex = u_modelview * vec4(in_Position, 1.0); + vec3 tnorm = normalize(u_normalmat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; - gl_Position = in_Proj * vertex; + gl_Position = u_proj * vertex; } [frag.glsl] @@ -35,10 +35,10 @@ precision highp float; #endif uniform float in_Damage; -uniform mat4 in_View; -uniform mat4 in_Inv_View; +uniform mat4 u_view; +uniform mat4 u_inv_view; -uniform vec4 u_Lights[8 * 2]; +uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -77,11 +77,11 @@ void main(void) /* Apply lighting */ for (int i = 0; i < 8; i++) { - vec4 pos = u_Lights[i * 2]; - vec4 color = u_Lights[i * 2 + 1]; + vec4 pos = u_lights[i * 2]; + vec4 color = u_lights[i * 2 + 1]; vec3 s, r, p; - p = (in_View * pos).xyz; + p = (u_view * pos).xyz; if (pos.w > 0.0) { /* Point light -- no attenuation yet */ @@ -104,7 +104,7 @@ void main(void) #if 0 //Light calculation for cube light vec3 specular_color = vec3(1.0, 1.0, 0.6); - vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; + vec3 Local_Vertex = (u_inv_view * pass_Vertex).xyz - (in_Light3_Pos).xyz; vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); vec3 new_LightDir = Local_Vertex - Proj_Vertex; @@ -115,7 +115,7 @@ void main(void) sdotn = 1.0; else { - new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); + new_LightDir = normalize((u_view * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); sdotn = max(dot(new_LightDir, TNormal), 0.0); r = reflect(-new_LightDir, TNormal); if (sdotn > 0.0 && light_radius_mod > 0.0) @@ -137,17 +137,16 @@ void main(void) void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, - uniform float4x4 in_ModelView, - uniform float4x4 in_Model, - uniform float4x4 in_Proj, - uniform float3x3 in_NormalMat, + uniform float4x4 u_modelview, + uniform float4x4 u_proj, + uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { - float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); - float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(u_normalmat, in_Normal)); pass_Vertex = eye; pass_TNormal = tnorm; @@ -157,7 +156,7 @@ void main(float3 in_Vertex : POSITION, pass_Color = in_Color; #endif - out_Position = mul(in_Proj, eye); + out_Position = mul(u_proj, eye); } [frag.hlsl] diff --git a/src/easymesh/shiny_SK.lolfx b/src/easymesh/shiny_SK.lolfx index a7a66431..c59b7413 100644 --- a/src/easymesh/shiny_SK.lolfx +++ b/src/easymesh/shiny_SK.lolfx @@ -8,10 +8,10 @@ attribute vec4 in_Color; attribute vec2 in_Index; attribute vec2 in_Weight; -uniform mat4 in_ModelView; -uniform mat4 in_View; -uniform mat4 in_Proj; -uniform mat3 in_NormalMat; +uniform mat4 u_modelview; +uniform mat4 u_view; +uniform mat4 u_proj; +uniform mat3 u_normalmat; //10is not a fix idea, should be more. uniform mat4 in_BoneList[10]; @@ -21,14 +21,14 @@ varying vec4 pass_Color; void main(void) { - vec4 vertex = in_ModelView * vec4(in_Position, 1.0); - vec3 tnorm = normalize(in_NormalMat * in_Normal); + vec4 vertex = u_modelview * vec4(in_Position, 1.0); + vec3 tnorm = normalize(u_normalmat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; - gl_Position = in_Proj * vertex; + gl_Position = u_proj * vertex; } [frag.glsl] @@ -39,10 +39,10 @@ precision highp float; #endif uniform float in_Damage; -uniform mat4 in_View; -uniform mat4 in_Inv_View; +uniform mat4 u_view; +uniform mat4 u_inv_view; -uniform vec4 u_Lights[8 * 2]; +uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -79,14 +79,14 @@ void main(void) /* Apply lighting */ for (int i = 0; i < 8; i++) { - vec4 pos = u_Lights[i * 2]; - vec4 color = u_Lights[i * 2 + 1]; + vec4 pos = u_lights[i * 2]; + vec4 color = u_lights[i * 2 + 1]; vec3 s, r; if (pos.w > 0.0) { /* Point light -- no attenuation yet */ - s = normalize((in_View * pos).xyz - pass_Vertex.xyz); + s = normalize((u_view * pos).xyz - pass_Vertex.xyz); r = reflect(-s, pass_TNormal); } else @@ -107,7 +107,7 @@ void main(void) //Light calculation for cube light //const float cos_45 = 0.70710678118; //const float inv_cos_45 = 0.29289321881; - vec3 local_vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; + vec3 local_vertex = (u_inv_view * pass_Vertex).xyz - (in_Light3_Pos).xyz; vec3 proj_vertex = clamp(local_vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); vec3 proj_local_dir = local_vertex - proj_vertex; vec3 inner_dir = proj_vertex / in_Light3_Size_Inner; @@ -138,7 +138,7 @@ void main(void) // //vec3 proj_local_light = max(vec3(0.0,0.0,0.0), vec3(1.0,1.0,1.0) - abs(proj_local_dir / in_Light3_Size_Outer)); //} /* - proj_local_dir = normalize((in_View * vec4(proj_vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); + proj_local_dir = normalize((u_view * vec4(proj_vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); sdotn = max(dot(proj_local_dir, pass_TNormal), 0.0); r = reflect(-proj_local_dir, pass_TNormal); if (sdotn > 0.0 && light_radius_mod > 0.0) @@ -162,17 +162,16 @@ void main(void) void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, - uniform float4x4 in_ModelView, - uniform float4x4 in_Model, - uniform float4x4 in_Proj, - uniform float3x3 in_NormalMat, + uniform float4x4 u_modelview, + uniform float4x4 u_proj, + uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { - float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); - float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(u_normalmat, in_Normal)); pass_Vertex = eye; pass_TNormal = tnorm; @@ -182,7 +181,7 @@ void main(float3 in_Vertex : POSITION, pass_Color = in_Color; #endif - out_Position = mul(in_Proj, eye); + out_Position = mul(u_proj, eye); } [frag.hlsl] diff --git a/src/easymesh/shinydebugUV.lolfx b/src/easymesh/shinydebugUV.lolfx index 31a9c517..f9e9bfd9 100644 --- a/src/easymesh/shinydebugUV.lolfx +++ b/src/easymesh/shinydebugUV.lolfx @@ -7,10 +7,10 @@ attribute vec3 in_Normal; attribute vec4 in_Color; attribute vec2 in_TexCoord; -uniform mat4 in_ModelView; -uniform mat4 in_View; -uniform mat4 in_Proj; -uniform mat3 in_NormalMat; +uniform mat4 u_modelview; +uniform mat4 u_view; +uniform mat4 u_proj; +uniform mat3 u_normalmat; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -19,15 +19,15 @@ varying vec2 pass_TexCoord; void main(void) { - vec4 vertex = in_ModelView * vec4(in_Position, 1.0); - vec3 tnorm = normalize(in_NormalMat * in_Normal); + vec4 vertex = u_modelview * vec4(in_Position, 1.0); + vec3 tnorm = normalize(u_normalmat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; pass_TexCoord = in_TexCoord; - gl_Position = in_Proj * vertex; + gl_Position = u_proj * vertex; } [frag.glsl] @@ -38,10 +38,10 @@ precision highp float; #endif uniform float in_Damage; -uniform mat4 in_View; -uniform mat4 in_Inv_View; +uniform mat4 u_view; +uniform mat4 u_inv_view; -uniform vec4 u_Lights[8 * 2]; +uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -96,17 +96,16 @@ void main(void) void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, - uniform float4x4 in_ModelView, - uniform float4x4 in_Model, - uniform float4x4 in_Proj, - uniform float3x3 in_NormalMat, + uniform float4x4 u_modelview, + uniform float4x4 u_proj, + uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { - float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); - float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(u_normalmat, in_Normal)); pass_Vertex = eye; pass_TNormal = tnorm; @@ -116,7 +115,7 @@ void main(float3 in_Vertex : POSITION, pass_Color = in_Color; #endif - out_Position = mul(in_Proj, eye); + out_Position = mul(u_proj, eye); } [frag.hlsl] diff --git a/src/easymesh/shinydebuglighting.lolfx b/src/easymesh/shinydebuglighting.lolfx index 3af480d0..a0f629f8 100644 --- a/src/easymesh/shinydebuglighting.lolfx +++ b/src/easymesh/shinydebuglighting.lolfx @@ -6,10 +6,10 @@ attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec4 in_Color; -uniform mat4 in_ModelView; -uniform mat4 in_View; -uniform mat4 in_Proj; -uniform mat3 in_NormalMat; +uniform mat4 u_modelview; +uniform mat4 u_view; +uniform mat4 u_proj; +uniform mat3 u_normalmat; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -17,14 +17,14 @@ varying vec4 pass_Color; void main(void) { - vec4 vertex = in_ModelView * vec4(in_Position, 1.0); - vec3 tnorm = normalize(in_NormalMat * in_Normal); + vec4 vertex = u_modelview * vec4(in_Position, 1.0); + vec3 tnorm = normalize(u_normalmat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = vec4(1.0, 1.0, 1.0, in_Color.w);//; - gl_Position = in_Proj * vertex; + gl_Position = u_proj * vertex; } [frag.glsl] @@ -35,10 +35,10 @@ precision highp float; #endif uniform float in_Damage; -uniform mat4 in_View; -uniform mat4 in_Inv_View; +uniform mat4 u_view; +uniform mat4 u_inv_view; -uniform vec4 u_Lights[8 * 2]; +uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -61,14 +61,14 @@ void main(void) /* Apply lighting */ for (int i = 0; i < 8; i++) { - vec4 pos = u_Lights[i * 2]; - vec4 color = u_Lights[i * 2 + 1]; + vec4 pos = u_lights[i * 2]; + vec4 color = u_lights[i * 2 + 1]; vec3 s, r; if (pos.w > 0.0) { /* Point light -- no attenuation yet */ - s = normalize((in_View * pos).xyz - pass_Vertex.xyz); + s = normalize((u_view * pos).xyz - pass_Vertex.xyz); r = reflect(-s, pass_TNormal); } else @@ -96,17 +96,16 @@ void main(void) void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, - uniform float4x4 in_ModelView, - uniform float4x4 in_Model, - uniform float4x4 in_Proj, - uniform float3x3 in_NormalMat, + uniform float4x4 u_modelview, + uniform float4x4 u_proj, + uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { - float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); - float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(u_normalmat, in_Normal)); pass_Vertex = eye; pass_TNormal = tnorm; @@ -116,7 +115,7 @@ void main(float3 in_Vertex : POSITION, pass_Color = in_Color; #endif - out_Position = mul(in_Proj, eye); + out_Position = mul(u_proj, eye); } [frag.hlsl] diff --git a/src/easymesh/shinydebugnormal.lolfx b/src/easymesh/shinydebugnormal.lolfx index ffdb9b26..b9192559 100644 --- a/src/easymesh/shinydebugnormal.lolfx +++ b/src/easymesh/shinydebugnormal.lolfx @@ -6,10 +6,10 @@ attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec4 in_Color; -uniform mat4 in_ModelView; -uniform mat4 in_View; -uniform mat4 in_Proj; -uniform mat3 in_NormalMat; +uniform mat4 u_modelview; +uniform mat4 u_view; +uniform mat4 u_proj; +uniform mat3 u_normalmat; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -17,14 +17,14 @@ varying vec4 pass_Color; void main(void) { - vec4 vertex = in_ModelView * vec4(in_Position, 1.0); + vec4 vertex = u_modelview * vec4(in_Position, 1.0); vec3 tnorm = normalize(in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; - gl_Position = in_Proj * vertex; + gl_Position = u_proj * vertex; } [frag.glsl] @@ -35,10 +35,10 @@ precision highp float; #endif uniform float in_Damage; -uniform mat4 in_View; -uniform mat4 in_Inv_View; +uniform mat4 u_view; +uniform mat4 u_inv_view; -uniform vec4 u_Lights[8 * 2]; +uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -58,17 +58,16 @@ void main(void) void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, - uniform float4x4 in_ModelView, - uniform float4x4 in_Model, - uniform float4x4 in_Proj, - uniform float3x3 in_NormalMat, + uniform float4x4 u_modelview, + uniform float4x4 u_proj, + uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { - float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); - float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(u_normalmat, in_Normal)); pass_Vertex = eye; pass_TNormal = tnorm; @@ -78,7 +77,7 @@ void main(float3 in_Vertex : POSITION, pass_Color = in_Color; #endif - out_Position = mul(in_Proj, eye); + out_Position = mul(u_proj, eye); } [frag.hlsl] diff --git a/src/easymesh/shinydebugwireframe.lolfx b/src/easymesh/shinydebugwireframe.lolfx index aadc2b64..3f5399f7 100644 --- a/src/easymesh/shinydebugwireframe.lolfx +++ b/src/easymesh/shinydebugwireframe.lolfx @@ -6,10 +6,10 @@ attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec4 in_Color; -uniform mat4 in_ModelView; -uniform mat4 in_View; -uniform mat4 in_Proj; -uniform mat3 in_NormalMat; +uniform mat4 u_modelview; +uniform mat4 u_view; +uniform mat4 u_proj; +uniform mat3 u_normalmat; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -17,14 +17,14 @@ varying vec4 pass_Color; void main(void) { - vec4 vertex = in_ModelView * vec4(in_Position, 1.0); - vec3 tnorm = normalize(in_NormalMat * in_Normal); + vec4 vertex = u_modelview * vec4(in_Position, 1.0); + vec3 tnorm = normalize(u_normalmat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; - gl_Position = in_Proj * vertex; + gl_Position = u_proj * vertex; } [frag.glsl] @@ -35,10 +35,10 @@ precision highp float; #endif uniform float in_Damage; -uniform mat4 in_View; -uniform mat4 in_Inv_View; +uniform mat4 u_view; +uniform mat4 u_inv_view; -uniform vec4 u_Lights[8 * 2]; +uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -54,17 +54,16 @@ void main(void) void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, - uniform float4x4 in_ModelView, - uniform float4x4 in_Model, - uniform float4x4 in_Proj, - uniform float3x3 in_NormalMat, + uniform float4x4 u_modelview, + uniform float4x4 u_proj, + uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { - float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); - float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(u_normalmat, in_Normal)); pass_Vertex = eye; pass_TNormal = tnorm; @@ -74,7 +73,7 @@ void main(float3 in_Vertex : POSITION, pass_Color = in_Color; #endif - out_Position = mul(in_Proj, eye); + out_Position = mul(u_proj, eye); } [frag.hlsl] diff --git a/src/easymesh/shinyflat.lolfx b/src/easymesh/shinyflat.lolfx index d7f07c52..a93b269b 100644 --- a/src/easymesh/shinyflat.lolfx +++ b/src/easymesh/shinyflat.lolfx @@ -6,10 +6,10 @@ attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec4 in_Color; -uniform mat4 in_ModelView; -uniform mat4 in_View; -uniform mat4 in_Proj; -uniform mat3 in_NormalMat; +uniform mat4 u_modelview; +uniform mat4 u_view; +uniform mat4 u_proj; +uniform mat3 u_normalmat; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -17,14 +17,14 @@ varying vec4 pass_Color; void main(void) { - vec4 vertex = in_ModelView * vec4(in_Position, 1.0); - vec3 tnorm = normalize(in_NormalMat * in_Normal); + vec4 vertex = u_modelview * vec4(in_Position, 1.0); + vec3 tnorm = normalize(u_normalmat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; - gl_Position = in_Proj * vertex; + gl_Position = u_proj * vertex; } [frag.glsl] @@ -35,10 +35,10 @@ precision highp float; #endif uniform float in_Damage; -uniform mat4 in_View; -uniform mat4 in_Inv_View; +uniform mat4 u_view; +uniform mat4 u_inv_view; -uniform vec4 u_Lights[8 * 2]; +uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -80,11 +80,11 @@ void main(void) /* Apply lighting */ for (int i = 0; i < 8; i++) { - vec4 pos = u_Lights[i * 2]; - vec4 color = u_Lights[i * 2 + 1]; + vec4 pos = u_lights[i * 2]; + vec4 color = u_lights[i * 2 + 1]; vec3 s, r, p; - p = (in_View * pos).xyz; + p = (u_view * pos).xyz; if (pos.w > 0.0) { /* Point light -- no attenuation yet */ @@ -107,7 +107,7 @@ void main(void) #if 0 //Light calculation for cube light vec3 specular_color = vec3(1.0, 1.0, 0.6); - vec3 Local_Vertex = (in_Inv_View * pass_Vertex).xyz - (in_Light3_Pos).xyz; + vec3 Local_Vertex = (u_inv_view * pass_Vertex).xyz - (in_Light3_Pos).xyz; vec3 Proj_Vertex = clamp(Local_Vertex.xyz, -in_Light3_Size_Inner, in_Light3_Size_Inner); vec3 new_LightDir = Local_Vertex - Proj_Vertex; @@ -118,7 +118,7 @@ void main(void) sdotn = 1.0; else { - new_LightDir = normalize((in_View * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); + new_LightDir = normalize((u_view * vec4(Proj_Vertex + in_Light3_Pos.xyz,1.0)).xyz - pass_Vertex.xyz); sdotn = max(dot(new_LightDir, TNormal), 0.0); r = reflect(-new_LightDir, TNormal); if (sdotn > 0.0 && light_radius_mod > 0.0) @@ -140,17 +140,16 @@ void main(void) void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, - uniform float4x4 in_ModelView, - uniform float4x4 in_Model, - uniform float4x4 in_Proj, - uniform float3x3 in_NormalMat, + uniform float4x4 u_modelview, + uniform float4x4 u_proj, + uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { - float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); - float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(u_normalmat, in_Normal)); pass_Vertex = eye; pass_TNormal = tnorm; @@ -160,7 +159,7 @@ void main(float3 in_Vertex : POSITION, pass_Color = in_Color; #endif - out_Position = mul(in_Proj, eye); + out_Position = mul(u_proj, eye); } [frag.hlsl] diff --git a/src/gpu/tile.lolfx b/src/gpu/tile.lolfx index 1fe04467..c934dbeb 100644 --- a/src/gpu/tile.lolfx +++ b/src/gpu/tile.lolfx @@ -25,13 +25,13 @@ void main() precision mediump float; #endif -uniform sampler2D in_Texture; -uniform vec2 in_TexSize; +uniform sampler2D u_texture; +uniform vec2 u_texsize; varying vec2 pass_TexCoord; void main() { - vec4 col = texture2D(in_Texture, pass_TexCoord); + vec4 col = texture2D(u_texture, pass_TexCoord); if (col.a == 0.0) discard; gl_FragColor = col; @@ -44,12 +44,12 @@ void main(float4 in_Position : POSITION, uniform float4x4 u_projection, uniform float4x4 u_view, uniform float4x4 u_model, - uniform float2 in_TexSize, + uniform float2 u_texsize, out float2 out_TexCoord : TEXCOORD0, out float4 out_Position : POSITION) { #if _XBOX - float2 delta = float2(-0.5, -0.5) / in_TexSize; + float2 delta = float2(-0.5, -0.5) / u_texsize; #else float2 delta = float2(0.0, 0.0); #endif @@ -60,10 +60,10 @@ void main(float4 in_Position : POSITION, [frag.hlsl] void main(float2 in_TexCoord : TEXCOORD0, - uniform sampler2D in_Texture, + uniform sampler2D u_texture, out float4 out_FragColor : COLOR) { - float4 col = tex2D(in_Texture, in_TexCoord); + float4 col = tex2D(u_texture, in_TexCoord); out_FragColor = col; } diff --git a/src/scene.cpp b/src/scene.cpp index e5f8168a..3ed2b798 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -257,9 +257,9 @@ void Scene::RenderTiles() // XXX: rename to Blit() uni_mat = data->m_tile_shader->GetUniformLocation("u_model"); data->m_tile_shader->SetUniform(uni_mat, mat4(1.f)); - uni_tex = data->m_tile_shader->GetUniformLocation("in_Texture"); + uni_tex = data->m_tile_shader->GetUniformLocation("u_texture"); data->m_tile_shader->SetUniform(uni_tex, 0); - uni_texsize = data->m_tile_shader->GetUniformLocation("in_TexSize"); + uni_texsize = data->m_tile_shader->GetUniformLocation("u_texsize"); for (int buf = 0, i = 0, n; i < data->m_tiles.Count(); i = n, buf += 2) { diff --git a/test/shinyfur.lolfx b/test/shinyfur.lolfx index b14f6d05..e2de5437 100644 --- a/test/shinyfur.lolfx +++ b/test/shinyfur.lolfx @@ -6,10 +6,10 @@ attribute vec3 in_Position; attribute vec3 in_Normal; attribute vec4 in_Color; -uniform mat4 in_ModelView; -uniform mat4 in_View; -uniform mat4 in_Proj; -uniform mat3 in_NormalMat; +uniform mat4 u_modelview; +uniform mat4 u_view; +uniform mat4 u_proj; +uniform mat3 u_normalmat; uniform float in_Damage; varying vec4 pass_Vertex; /* View space */ @@ -22,14 +22,14 @@ void main(void) float dam_perc = in_Damage / (0.1 * 40); vec3 vGravity = vec3(0.0, -0.981, 0.0) * 2.0; float k = pow(dam_perc, 3); - vertex = in_ModelView * vertex + in_View * vec4(vGravity * k, 1.0); - vec3 tnorm = normalize(in_NormalMat * in_Normal); + vertex = u_modelview * vertex + u_view * vec4(vGravity * k, 1.0); + vec3 tnorm = normalize(u_normalmat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; - gl_Position = in_Proj * vertex; + gl_Position = u_proj * vertex; } [frag.glsl] @@ -39,13 +39,13 @@ void main(void) precision highp float; #endif -uniform mat4 in_View; -uniform mat4 in_Inv_View; -uniform mat4 in_Inv_ModelView; +uniform mat4 u_view; +uniform mat4 u_inv_view; +uniform mat4 u_inv_modelview; uniform float in_Damage; //Light list -uniform vec4 u_Lights[8 * 2]; +uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -68,14 +68,14 @@ void main(void) /* Apply lighting */ for (int i = 0; i < 8; i++) { - vec4 pos = u_Lights[i * 2]; - vec4 color = u_Lights[i * 2 + 1]; + vec4 pos = u_lights[i * 2]; + vec4 color = u_lights[i * 2 + 1]; vec3 s, r; if (pos.w > 0.0) { /* Point light -- no attenuation yet */ - s = normalize((in_View * pos).xyz - pass_Vertex.xyz); + s = normalize((u_view * pos).xyz - pass_Vertex.xyz); r = reflect(-s, pass_TNormal); } else @@ -94,8 +94,8 @@ void main(void) vec3 light = ambient + diffuse + specular; - vec4 world_vertex = in_Inv_ModelView * pass_Vertex; - vec4 world_normal = in_Inv_ModelView * vec4(pass_TNormal, 1.0); + vec4 world_vertex = u_inv_modelview * pass_Vertex; + vec4 world_normal = u_inv_modelview * vec4(pass_TNormal, 1.0); float dam_perc = in_Damage / (0.1 * 40); float PI = 3.14159265358979323846264; @@ -120,17 +120,16 @@ void main(void) void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, - uniform float4x4 in_ModelView, - uniform float4x4 in_Model, - uniform float4x4 in_Proj, - uniform float3x3 in_NormalMat, + uniform float4x4 u_modelview, + uniform float4x4 u_proj, + uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { - float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); - float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(u_normalmat, in_Normal)); pass_Vertex = eye; pass_TNormal = tnorm; @@ -140,7 +139,7 @@ void main(float3 in_Vertex : POSITION, pass_Color = in_Color; #endif - out_Position = mul(in_Proj, eye); + out_Position = mul(u_proj, eye); } [frag.hlsl] diff --git a/test/shinymvtexture.lolfx b/test/shinymvtexture.lolfx index 29773cf9..5cd87b19 100644 --- a/test/shinymvtexture.lolfx +++ b/test/shinymvtexture.lolfx @@ -7,10 +7,10 @@ attribute vec3 in_Normal; attribute vec4 in_Color; attribute vec2 in_TexCoord; -uniform mat4 in_ModelView; -uniform mat4 in_View; -uniform mat4 in_Proj; -uniform mat3 in_NormalMat; +uniform mat4 u_modelview; +uniform mat4 u_view; +uniform mat4 u_proj; +uniform mat3 u_normalmat; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -19,15 +19,15 @@ varying vec2 pass_TexCoord; void main(void) { - vec4 vertex = in_ModelView * vec4(in_Position, 1.0); - vec3 tnorm = normalize(in_NormalMat * in_Normal); + vec4 vertex = u_modelview * vec4(in_Position, 1.0); + vec3 tnorm = normalize(u_normalmat * in_Normal); pass_Vertex = vertex; pass_TNormal = tnorm; pass_Color = in_Color; pass_TexCoord = in_TexCoord; - gl_Position = in_Proj * vertex; + gl_Position = u_proj * vertex; } [frag.glsl] @@ -37,13 +37,13 @@ void main(void) precision highp float; #endif -uniform mat4 in_View; -uniform mat4 in_Inv_View; -uniform mat4 in_Inv_ModelView; +uniform mat4 u_view; +uniform mat4 u_inv_view; +uniform mat4 u_inv_modelview; uniform sampler2D u_Texture; //Light list -uniform vec4 u_Lights[8 * 2]; +uniform vec4 u_lights[8 * 2]; varying vec4 pass_Vertex; /* View space */ varying vec3 pass_TNormal; @@ -67,14 +67,14 @@ void main(void) /* Apply lighting */ for (int i = 0; i < 8; i++) { - vec4 pos = u_Lights[i * 2]; - vec4 color = u_Lights[i * 2 + 1]; + vec4 pos = u_lights[i * 2]; + vec4 color = u_lights[i * 2 + 1]; vec3 s, r; if (pos.w > 0.0) { /* Point light -- no attenuation yet */ - s = normalize((in_View * pos).xyz - pass_Vertex.xyz); + s = normalize((u_view * pos).xyz - pass_Vertex.xyz); r = reflect(-s, pass_TNormal); } else @@ -101,17 +101,16 @@ void main(void) void main(float3 in_Vertex : POSITION, float3 in_Normal : NORMAL, float4 in_Color : COLOR, - uniform float4x4 in_ModelView, - uniform float4x4 in_Model, - uniform float4x4 in_Proj, - uniform float3x3 in_NormalMat, + uniform float4x4 u_modelview, + uniform float4x4 u_proj, + uniform float3x3 u_normalmat, out float4 pass_Vertex : TEXCOORD0, out float3 pass_TNormal : TEXCOORD1, out float4 pass_Color : COLOR, out float4 out_Position : POSITION) { - float4 eye = mul(in_ModelView, float4(in_Vertex, 1.0)); - float3 tnorm = normalize(mul(in_NormalMat, in_Normal)); + float4 eye = mul(u_modelview, float4(in_Vertex, 1.0)); + float3 tnorm = normalize(mul(u_normalmat, in_Normal)); pass_Vertex = eye; pass_TNormal = tnorm; @@ -121,7 +120,7 @@ void main(float3 in_Vertex : POSITION, pass_Color = in_Color; #endif - out_Position = mul(in_Proj, eye); + out_Position = mul(u_proj, eye); } [frag.hlsl]