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fixed more projects regarding the shader attribute change

undefined
Benlitz Sam Hocevar <sam@hocevar.net> před 12 roky
rodič
revize
6b6d0137bb
4 změnil soubory, kde provedl 7 přidání a 9 odebrání
  1. +1
    -1
      demos/tutorial/03_noise.cpp
  2. +1
    -1
      demos/tutorial/04_texture.cpp
  3. +2
    -4
      demos/tutorial/07_input.cpp
  4. +3
    -3
      demos/tutorial/12_voronoi.cpp

+ 1
- 1
demos/tutorial/03_noise.cpp Zobrazit soubor

@@ -45,7 +45,7 @@ public:
if (!m_ready)
{
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(03_noise));
m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0);
m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0);
m_time_uni = m_shader->GetUniformLocation("u_Time");

m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));


+ 1
- 1
demos/tutorial/04_texture.cpp Zobrazit soubor

@@ -75,7 +75,7 @@ public:
m_texture = new Texture(ivec2(TEXTURE_WIDTH, 1), PixelFormat::Y_8);

m_shader = Shader::Create(LOLFX_RESOURCE_NAME(04_texture));
m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0);
m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0);
m_texture_uni = m_shader->GetUniformLocation("u_Texture");

m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));


+ 2
- 4
demos/tutorial/07_input.cpp Zobrazit soubor

@@ -147,10 +147,8 @@ public:
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(07_input));

m_mvp = m_shader->GetUniformLocation("in_Matrix");
m_coord = m_shader->GetAttribLocation("in_Vertex",
VertexUsage::Position, 0);
m_color = m_shader->GetAttribLocation("in_Color",
VertexUsage::Color, 0);
m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0);
m_color = m_shader->GetAttribLocation(VertexUsage::Color, 0);

m_vdecl =
new VertexDeclaration(VertexStream<vec3,vec3>(VertexUsage::Position,


+ 3
- 3
demos/tutorial/12_voronoi.cpp Zobrazit soubor

@@ -89,7 +89,7 @@ public:
m_vbo->Unlock();

m_screen_shader = Shader::Create(LOLFX_RESOURCE_NAME(12_texture_to_screen));
m_screen_coord = m_screen_shader->GetAttribLocation("in_position", VertexUsage::Position, 0);
m_screen_coord = m_screen_shader->GetAttribLocation(VertexUsage::Position, 0);
m_screen_texture = m_screen_shader->GetUniformLocation("in_texture");

for (int i = 0; i < MaxFboType; ++i)
@@ -102,7 +102,7 @@ public:
m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture");
m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_source_point");
m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res");
m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0);
m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation(VertexUsage::Position, 0);
}
else if (i == VoronoiFbo)
{
@@ -110,7 +110,7 @@ public:
m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_texture");
m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_step");
m_fbos[i].m3 << m_fbos[i].m2->GetUniformLocation("in_screen_res");
m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation("in_position", VertexUsage::Position, 0);
m_fbos[i].m4 << m_fbos[i].m2->GetAttribLocation(VertexUsage::Position, 0);
}
else if (i == DistanceVoronoiFbo)
{


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