| @@ -38,9 +38,9 @@ static char const *vertexshader = | |||||
| "#version 130\n" | "#version 130\n" | ||||
| "\n" | "\n" | ||||
| "in vec3 in_Position;\n" | "in vec3 in_Position;\n" | ||||
| "in vec3 in_Color;\n" | |||||
| //"in vec3 in_Color;\n" | |||||
| "in vec2 in_TexCoord;\n" | "in vec2 in_TexCoord;\n" | ||||
| "out vec3 pass_Color;\n" | |||||
| //"out vec3 pass_Color;\n" | |||||
| "uniform mat4 proj_matrix;\n" | "uniform mat4 proj_matrix;\n" | ||||
| "uniform mat4 view_matrix;\n" | "uniform mat4 view_matrix;\n" | ||||
| "uniform mat4 model_matrix;\n" | "uniform mat4 model_matrix;\n" | ||||
| @@ -50,14 +50,14 @@ static char const *vertexshader = | |||||
| " gl_Position = proj_matrix * view_matrix * model_matrix" | " gl_Position = proj_matrix * view_matrix * model_matrix" | ||||
| " * vec4(in_Position, 1.0f);\n" | " * vec4(in_Position, 1.0f);\n" | ||||
| " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" | " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" | ||||
| " pass_Color = in_Color;\n" | |||||
| //" pass_Color = in_Color;\n" | |||||
| "}\n"; | "}\n"; | ||||
| static char const *fragmentshader = | static char const *fragmentshader = | ||||
| "#version 130\n" | "#version 130\n" | ||||
| "\n" | "\n" | ||||
| "uniform sampler2D in_Texture;\n" | "uniform sampler2D in_Texture;\n" | ||||
| "in vec3 pass_Color;\n" | |||||
| //"in vec3 pass_Color;\n" | |||||
| "out vec4 out_Color;\n" | "out vec4 out_Color;\n" | ||||
| "\n" | "\n" | ||||
| "void main()\n" | "void main()\n" | ||||
| @@ -131,7 +131,13 @@ void Video::SetFov(float theta) | |||||
| view_matrix = mat4(1.0f); | view_matrix = mat4(1.0f); | ||||
| #if !LOL_EXPERIMENTAL | |||||
| #if LOL_EXPERIMENTAL | |||||
| GLuint uni; | |||||
| uni = stdshader->GetUniformLocation("proj_matrix"); | |||||
| glUniformMatrix4fv(uni, 1, GL_FALSE, &proj_matrix[0][0]); | |||||
| uni = stdshader->GetUniformLocation("view_matrix"); | |||||
| glUniformMatrix4fv(uni, 1, GL_FALSE, &view_matrix[0][0]); | |||||
| #else | |||||
| glMatrixMode(GL_PROJECTION); | glMatrixMode(GL_PROJECTION); | ||||
| glLoadIdentity(); | glLoadIdentity(); | ||||
| glMultMatrixf(&proj_matrix[0][0]); | glMultMatrixf(&proj_matrix[0][0]); | ||||
| @@ -156,14 +162,6 @@ void Video::Clear() | |||||
| glViewport(0, 0, GetWidth(), GetHeight()); | glViewport(0, 0, GetWidth(), GetHeight()); | ||||
| glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); | ||||
| #if LOL_EXPERIMENTAL | |||||
| GLuint uni; | |||||
| uni = stdshader->GetUniformLocation("proj_matrix"); | |||||
| glUniformMatrix4fv(uni, 1, GL_FALSE, &proj_matrix[0][0]); | |||||
| uni = stdshader->GetUniformLocation("view_matrix"); | |||||
| glUniformMatrix4fv(uni, 1, GL_FALSE, &view_matrix[0][0]); | |||||
| #endif | |||||
| SetFov(0.0f); | SetFov(0.0f); | ||||
| } | } | ||||