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gpu: rename uniforms here and there for consistency.

undefined
Sam Hocevar il y a 10 ans
Parent
révision
232fa4126d
21 fichiers modifiés avec 214 ajouts et 225 suppressions
  1. +1
    -1
      demos/tutorial/03_noise.cpp
  2. +12
    -12
      demos/tutorial/03_noise.lolfx
  3. +1
    -1
      demos/tutorial/08_fbo.cpp
  4. +4
    -4
      demos/tutorial/08_fbo.lolfx
  5. +4
    -4
      demos/tutorial/12_distance.lolfx
  6. +2
    -2
      demos/tutorial/12_texture_to_screen.lolfx
  7. +0
    -1
      demos/tutorial/12_voronoi.lolfx
  8. +4
    -4
      demos/tutorial/12_voronoi_distance.lolfx
  9. +0
    -1
      demos/tutorial/12_voronoi_setup.lolfx
  10. +6
    -6
      src/easymesh/easymeshrender.cpp
  11. +21
    -22
      src/easymesh/shiny.lolfx
  12. +21
    -22
      src/easymesh/shiny_SK.lolfx
  13. +16
    -17
      src/easymesh/shinydebugUV.lolfx
  14. +19
    -20
      src/easymesh/shinydebuglighting.lolfx
  15. +15
    -16
      src/easymesh/shinydebugnormal.lolfx
  16. +16
    -17
      src/easymesh/shinydebugwireframe.lolfx
  17. +21
    -22
      src/easymesh/shinyflat.lolfx
  18. +7
    -7
      src/gpu/tile.lolfx
  19. +2
    -2
      src/scene.cpp
  20. +22
    -23
      test/shinyfur.lolfx
  21. +20
    -21
      test/shinymvtexture.lolfx

+ 1
- 1
demos/tutorial/03_noise.cpp Voir le fichier

@@ -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<vec2>(VertexUsage::Position));



+ 12
- 12
demos/tutorial/03_noise.lolfx Voir le fichier

@@ -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));



+ 1
- 1
demos/tutorial/08_fbo.cpp Voir le fichier

@@ -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<vec2>(VertexUsage::Position));



+ 4
- 4
demos/tutorial/08_fbo.lolfx Voir le fichier

@@ -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);
}
}


+ 4
- 4
demos/tutorial/12_distance.lolfx Voir le fichier

@@ -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);
}
}


+ 2
- 2
demos/tutorial/12_texture_to_screen.lolfx Voir le fichier

@@ -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);
}
}


+ 0
- 1
demos/tutorial/12_voronoi.lolfx Voir le fichier

@@ -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,


+ 4
- 4
demos/tutorial/12_voronoi_distance.lolfx Voir le fichier

@@ -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);
}
}


+ 0
- 1
demos/tutorial/12_voronoi_setup.lolfx Voir le fichier

@@ -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,


+ 6
- 6
src/easymesh/easymeshrender.cpp Voir le fichier

@@ -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")
};
//-----------------------------------------------------------------------------


+ 21
- 22
src/easymesh/shiny.lolfx Voir le fichier

@@ -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]


+ 21
- 22
src/easymesh/shiny_SK.lolfx Voir le fichier

@@ -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]


+ 16
- 17
src/easymesh/shinydebugUV.lolfx Voir le fichier

@@ -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]


+ 19
- 20
src/easymesh/shinydebuglighting.lolfx Voir le fichier

@@ -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]


+ 15
- 16
src/easymesh/shinydebugnormal.lolfx Voir le fichier

@@ -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]


+ 16
- 17
src/easymesh/shinydebugwireframe.lolfx Voir le fichier

@@ -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]


+ 21
- 22
src/easymesh/shinyflat.lolfx Voir le fichier

@@ -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]


+ 7
- 7
src/gpu/tile.lolfx Voir le fichier

@@ -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;
}


+ 2
- 2
src/scene.cpp Voir le fichier

@@ -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)
{


+ 22
- 23
test/shinyfur.lolfx Voir le fichier

@@ -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]


+ 20
- 21
test/shinymvtexture.lolfx Voir le fichier

@@ -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]


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