Cleanup: remove GLSL version checks
This commit is contained in:
parent
c8bf3984ee
commit
8adec78ca5
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@ -10,14 +10,9 @@ uniform float image_texture_width;
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uniform float image_texture_height;
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#endif
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#if __VERSION__ < 130
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varying vec2 texCoord_interp;
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#define fragColor gl_FragColor
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#else
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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#endif
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in vec2 texCoord_interp;
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out vec4 fragColor;
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#define texture2D texture
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#ifdef USE_CURVE_MAPPING
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/* Curve mapping parameters
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@ -1,15 +1,9 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 texCoord;
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attribute vec2 pos;
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varying vec2 texCoord_interp;
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#else
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in vec2 texCoord;
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in vec2 pos;
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out vec2 texCoord_interp;
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#endif
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in vec2 texCoord;
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in vec2 pos;
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out vec2 texCoord_interp;
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void main()
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{
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@ -29,22 +29,11 @@ struct VertexData {
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vec2 uv;
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};
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#if __VERSION__ >= 150
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layout(lines_adjacency) in;
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#ifdef WIREFRAME
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#ifdef WIREFRAME
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layout(line_strip, max_vertices = 8) out;
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#else
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layout(triangle_strip, max_vertices = 4) out;
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#endif
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#else
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#extension GL_EXT_geometry_shader4: require
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/* application provides input/output layout info */
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#endif
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#if __VERSION__ < 140
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#extension GL_ARB_uniform_buffer_object: require
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#extension GL_ARB_texture_buffer_object: enable
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#extension GL_EXT_texture_buffer_object: enable
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layout(triangle_strip, max_vertices = 4) out;
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#endif
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uniform mat4 modelViewMatrix;
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@ -43,11 +43,4 @@ void main()
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{
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outpt.v.position = modelViewMatrix * position;
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outpt.v.normal = normalize(normalMatrix * normal);
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#if __VERSION__ < 140
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/* Some compilers expects gl_Position to be written.
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* It's not needed once we explicitly switch to GLSL 1.40 or above.
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*/
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gl_Position = outpt.v.position;
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#endif
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}
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@ -4,11 +4,7 @@ flat in int vertFlag;
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#define VERTEX_SELECTED (1 << 0)
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#define VERTEX_ACTIVE (1 << 1)
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#if __VERSION__ == 120
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#define FragColor gl_FragColor
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#else
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out vec4 FragColor;
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#endif
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out vec4 FragColor;
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void main()
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{
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@ -4,11 +4,7 @@ flat in int vertFlag;
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#define VERTEX_SELECTED (1 << 0)
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#define VERTEX_ACTIVE (1 << 1)
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#if __VERSION__ == 120
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#define FragColor gl_FragColor
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#else
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out vec4 FragColor;
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#endif
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out vec4 FragColor;
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void main()
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{
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@ -1,17 +1,10 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute vec4 color;
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in vec2 pos;
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in vec4 color;
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flat varying vec4 finalColor;
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#else
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in vec2 pos;
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in vec4 color;
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flat out vec4 finalColor;
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#endif
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flat out vec4 finalColor;
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void main()
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{
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@ -2,15 +2,9 @@
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uniform mat4 ModelViewProjectionMatrix;
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/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
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#if __VERSION__ == 120
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attribute vec2 texCoord;
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attribute vec2 pos;
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varying vec2 texCoord_interp;
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#else
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in vec2 texCoord;
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in vec2 pos;
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out vec2 texCoord_interp;
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#endif
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in vec2 texCoord;
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in vec2 pos;
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out vec2 texCoord_interp;
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void main()
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{
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@ -1,13 +1,8 @@
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// Draw dashed lines, perforated in screen space.
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#if __VERSION__ == 120
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noperspective varying float distance_along_line;
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#define fragColor gl_FragColor
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#else
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noperspective in float distance_along_line;
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out vec4 fragColor;
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#endif
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noperspective in float distance_along_line;
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out vec4 fragColor;
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uniform float dash_width;
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@ -5,13 +5,8 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform vec2 viewport_size;
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#if __VERSION__ == 120
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attribute vec2 pos;
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noperspective varying float distance_along_line;
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#else
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in vec2 pos;
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noperspective out float distance_along_line;
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#endif
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in vec2 pos;
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noperspective out float distance_along_line;
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void main()
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{
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@ -3,11 +3,7 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 pos;
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#else
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in vec2 pos;
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#endif
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in vec2 pos;
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void main()
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{
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@ -2,13 +2,8 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform float size;
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#if __VERSION__ == 120
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attribute vec2 pos;
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varying vec2 radii;
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#else
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in vec2 pos;
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out vec2 radii;
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#endif
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in vec2 pos;
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out vec2 radii;
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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@ -3,13 +3,8 @@ uniform mat4 ModelViewProjectionMatrix;
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uniform float size;
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uniform float outlineWidth;
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#if __VERSION__ == 120
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attribute vec2 pos;
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varying vec4 radii;
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#else
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in vec2 pos;
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out vec4 radii;
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#endif
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in vec2 pos;
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out vec4 radii;
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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@ -3,17 +3,10 @@ uniform mat4 ModelViewProjectionMatrix;
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uniform float size;
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uniform float outlineWidth;
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute vec4 color;
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varying vec4 radii;
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varying vec4 fillColor;
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#else
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in vec2 pos;
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in vec4 color;
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out vec4 radii;
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out vec4 fillColor;
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#endif
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in vec2 pos;
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in vec4 color;
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out vec4 radii;
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out vec4 fillColor;
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
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@ -1,17 +1,10 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute float size;
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attribute vec4 color;
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varying vec4 finalColor;
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#else
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in vec2 pos;
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in float size;
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in vec4 color;
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out vec4 finalColor;
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#endif
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in vec2 pos;
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in float size;
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in vec4 color;
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out vec4 finalColor;
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void main()
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{
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@ -1,11 +1,6 @@
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#if __VERSION__ == 120
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noperspective varying vec4 finalColor;
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#define fragColor gl_FragColor
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#else
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noperspective in vec4 finalColor;
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out vec4 fragColor;
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#endif
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noperspective in vec4 finalColor;
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out vec4 fragColor;
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void main()
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{
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@ -1,17 +1,10 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 pos;
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attribute vec4 color;
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in vec2 pos;
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in vec4 color;
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noperspective varying vec4 finalColor;
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#else
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in vec2 pos;
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in vec4 color;
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noperspective out vec4 finalColor;
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#endif
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noperspective out vec4 finalColor;
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void main()
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{
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@ -1,11 +1,7 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 pos;
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#else
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in vec2 pos;
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#endif
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in vec2 pos;
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void main()
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{
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@ -1,25 +1,14 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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in vec3 pos;
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#if defined(USE_COLOR_U32)
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attribute int color;
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in int color;
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#else
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attribute vec4 color;
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in vec4 color;
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#endif
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flat varying vec4 finalColor;
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#else
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in vec3 pos;
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#if defined(USE_COLOR_U32)
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in int color;
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#else
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in vec4 color;
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#endif
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flat out vec4 finalColor;
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#endif
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flat out vec4 finalColor;
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void main()
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{
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@ -1,15 +1,9 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec2 texCoord;
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attribute vec3 pos;
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varying vec2 texCoord_interp;
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#else
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in vec2 texCoord;
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in vec3 pos;
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out vec2 texCoord_interp;
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#endif
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in vec2 texCoord;
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in vec3 pos;
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out vec2 texCoord_interp;
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void main()
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{
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@ -4,13 +4,8 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform vec2 viewport_size;
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#if __VERSION__ == 120
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attribute vec3 pos;
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noperspective varying float distance_along_line;
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#else
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in vec3 pos;
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noperspective out float distance_along_line;
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#endif
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in vec3 pos;
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noperspective out float distance_along_line;
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void main()
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{
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@ -3,11 +3,7 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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#else
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in vec3 pos;
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#endif
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in vec3 pos;
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void main()
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{
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@ -2,30 +2,16 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat3 NormalMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute vec3 nor;
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attribute vec4 color;
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in vec3 pos;
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in vec3 nor;
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in vec4 color;
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# ifdef USE_FLAT_NORMAL
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flat varying vec4 finalColor;
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flat varying vec3 normal;
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# else
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varying vec4 finalColor;
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varying vec3 normal;
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# endif
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#ifdef USE_FLAT_NORMAL
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flat out vec3 normal;
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flat out vec4 finalColor;
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#else
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in vec3 pos;
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in vec3 nor;
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in vec4 color;
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# ifdef USE_FLAT_NORMAL
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flat out vec3 normal;
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flat out vec4 finalColor;
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# else
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out vec3 normal;
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out vec4 finalColor;
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# endif
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out vec3 normal;
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out vec4 finalColor;
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#endif
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void main()
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@ -2,15 +2,9 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform mat3 NormalMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute vec3 nor;
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varying vec3 normal;
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#else
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in vec3 pos;
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in vec3 nor;
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out vec3 normal;
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#endif
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in vec3 pos;
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in vec3 nor;
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out vec3 normal;
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void main()
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{
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@ -1,15 +1,9 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute vec4 color;
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varying vec4 finalColor;
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#else
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in vec3 pos;
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in vec4 color;
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out vec4 finalColor;
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#endif
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in vec3 pos;
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in vec4 color;
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out vec4 finalColor;
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void main()
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{
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@ -2,13 +2,8 @@
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uniform mat4 ModelViewProjectionMatrix;
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uniform float size;
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#if __VERSION__ == 120
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attribute vec3 pos;
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varying vec2 radii;
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#else
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in vec3 pos;
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out vec2 radii;
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#endif
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in vec3 pos;
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out vec2 radii;
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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@ -3,13 +3,8 @@ uniform mat4 ModelViewProjectionMatrix;
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uniform float size;
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uniform float outlineWidth;
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#if __VERSION__ == 120
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attribute vec3 pos;
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varying vec4 radii;
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#else
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in vec3 pos;
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out vec4 radii;
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#endif
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in vec3 pos;
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out vec4 radii;
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void main() {
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gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
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@ -1,17 +1,10 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute float size;
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attribute vec4 color;
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varying vec4 finalColor;
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#else
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in vec3 pos;
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in float size;
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in vec4 color;
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out vec4 finalColor;
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#endif
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in vec3 pos;
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in float size;
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in vec4 color;
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out vec4 finalColor;
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void main()
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{
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@ -1,13 +1,8 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute float size;
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#else
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in vec3 pos;
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in float size;
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#endif
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in vec3 pos;
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in float size;
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void main()
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{
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@ -1,11 +1,6 @@
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#if __VERSION__ == 120
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varying vec4 finalColor;
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#define fragColor gl_FragColor
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#else
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in vec4 finalColor;
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out vec4 fragColor;
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#endif
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in vec4 finalColor;
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out vec4 fragColor;
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void main()
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{
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@ -1,17 +1,10 @@
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uniform mat4 ModelViewProjectionMatrix;
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute vec4 color;
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in vec3 pos;
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in vec4 color;
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varying vec4 finalColor;
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#else
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in vec3 pos;
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in vec4 color;
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out vec4 finalColor;
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#endif
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out vec4 finalColor;
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void main()
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{
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|
|
@ -1,11 +1,7 @@
|
|||
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec3 pos;
|
||||
#else
|
||||
in vec3 pos;
|
||||
#endif
|
||||
in vec3 pos;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -3,11 +3,7 @@ uniform vec4 color1;
|
|||
uniform vec4 color2;
|
||||
uniform int size;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -4,11 +4,7 @@ uniform vec4 color2;
|
|||
uniform int size1;
|
||||
uniform int size2;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -15,23 +15,13 @@ uniform vec3 eye; // direction we are looking
|
|||
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec3 pos;
|
||||
in vec3 pos;
|
||||
|
||||
// normals of faces this edge joins (object coords)
|
||||
attribute vec3 N1;
|
||||
attribute vec3 N2;
|
||||
// normals of faces this edge joins (object coords)
|
||||
in vec3 N1;
|
||||
in vec3 N2;
|
||||
|
||||
flat varying vec4 finalColor;
|
||||
#else
|
||||
in vec3 pos;
|
||||
|
||||
// normals of faces this edge joins (object coords)
|
||||
in vec3 N1;
|
||||
in vec3 N2;
|
||||
|
||||
flat out vec4 finalColor;
|
||||
#endif
|
||||
flat out vec4 finalColor;
|
||||
|
||||
// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
|
||||
|
||||
|
|
|
@ -26,23 +26,13 @@ uniform mat4 ModelViewMatrix;
|
|||
uniform mat4 ModelViewProjectionMatrix;
|
||||
uniform mat3 NormalMatrix;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec3 pos;
|
||||
in vec3 pos;
|
||||
|
||||
// normals of faces this edge joins (object coords)
|
||||
attribute vec3 N1;
|
||||
attribute vec3 N2;
|
||||
// normals of faces this edge joins (object coords)
|
||||
in vec3 N1;
|
||||
in vec3 N2;
|
||||
|
||||
flat varying vec4 finalColor;
|
||||
#else
|
||||
in vec3 pos;
|
||||
|
||||
// normals of faces this edge joins (object coords)
|
||||
in vec3 N1;
|
||||
in vec3 N2;
|
||||
|
||||
flat out vec4 finalColor;
|
||||
#endif
|
||||
flat out vec4 finalColor;
|
||||
|
||||
// TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley
|
||||
|
||||
|
|
|
@ -1,13 +1,8 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec3 coords;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec3 coords;
|
||||
out vec4 fragColor;
|
||||
#define texture1D texture
|
||||
#define texture3D texture
|
||||
#endif
|
||||
in vec3 coords;
|
||||
out vec4 fragColor;
|
||||
#define texture1D texture
|
||||
#define texture3D texture
|
||||
|
||||
uniform sampler3D flame_texture;
|
||||
uniform sampler1D spectrum_texture;
|
||||
|
|
|
@ -1,11 +1,6 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
flat varying vec4 finalColor;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
flat in vec4 finalColor;
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
flat in vec4 finalColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,11 +1,6 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
flat varying vec4 finalColor;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
flat in vec4 finalColor;
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
flat in vec4 finalColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,13 +1,7 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec2 pos;
|
||||
attribute vec2 uvs;
|
||||
varying vec4 uvcoordsvar;
|
||||
#else
|
||||
in vec2 pos;
|
||||
in vec2 uvs;
|
||||
out vec4 uvcoordsvar;
|
||||
#endif
|
||||
in vec2 pos;
|
||||
in vec2 uvs;
|
||||
out vec4 uvcoordsvar;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,11 +1,7 @@
|
|||
uniform sampler2D depthbuffer;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec4 uvcoordsvar;
|
||||
#else
|
||||
in vec4 uvcoordsvar;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
in vec4 uvcoordsvar;
|
||||
#define texture2D texture
|
||||
|
||||
void main(void)
|
||||
{
|
||||
|
|
|
@ -16,37 +16,20 @@ uniform vec4 dof_params;
|
|||
// viewvectors for reconstruction of world space
|
||||
uniform vec4 viewvecs[3];
|
||||
|
||||
#if __VERSION__ == 120
|
||||
// coordinates on framebuffer in normalized (0.0-1.0) uv space
|
||||
varying vec4 uvcoordsvar;
|
||||
// coordinates on framebuffer in normalized (0.0-1.0) uv space
|
||||
in vec4 uvcoordsvar;
|
||||
|
||||
/* color texture coordinates, offset by a small amount */
|
||||
varying vec2 color_uv1;
|
||||
varying vec2 color_uv2;
|
||||
/* color texture coordinates, offset by a small amount */
|
||||
in vec2 color_uv1;
|
||||
in vec2 color_uv2;
|
||||
|
||||
varying vec2 depth_uv1;
|
||||
varying vec2 depth_uv2;
|
||||
varying vec2 depth_uv3;
|
||||
varying vec2 depth_uv4;
|
||||
|
||||
#define FragColor gl_FragColor
|
||||
#else
|
||||
// coordinates on framebuffer in normalized (0.0-1.0) uv space
|
||||
in vec4 uvcoordsvar;
|
||||
|
||||
/* color texture coordinates, offset by a small amount */
|
||||
in vec2 color_uv1;
|
||||
in vec2 color_uv2;
|
||||
|
||||
in vec2 depth_uv1;
|
||||
in vec2 depth_uv2;
|
||||
in vec2 depth_uv3;
|
||||
in vec2 depth_uv4;
|
||||
|
||||
out vec4 FragColor;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
in vec2 depth_uv1;
|
||||
in vec2 depth_uv2;
|
||||
in vec2 depth_uv3;
|
||||
in vec2 depth_uv4;
|
||||
|
||||
out vec4 FragColor;
|
||||
#define texture2D texture
|
||||
|
||||
float calculate_far_coc(in float zdepth)
|
||||
{
|
||||
|
|
|
@ -20,43 +20,24 @@ uniform vec4 dof_params;
|
|||
/* viewvectors for reconstruction of world space */
|
||||
uniform vec4 viewvecs[3];
|
||||
|
||||
#if __VERSION__ == 120
|
||||
/* initial uv coordinate */
|
||||
varying vec2 uvcoord;
|
||||
/* initial uv coordinate */
|
||||
in vec2 uvcoord;
|
||||
|
||||
/* coordinate used for calculating radius et al set in geometry shader */
|
||||
varying vec2 particlecoord;
|
||||
varying vec4 color;
|
||||
/* coordinate used for calculating radius et al set in geometry shader */
|
||||
in vec2 particlecoord;
|
||||
flat in vec4 color;
|
||||
|
||||
/* downsampling coordinates */
|
||||
varying vec2 downsample1;
|
||||
varying vec2 downsample2;
|
||||
varying vec2 downsample3;
|
||||
varying vec2 downsample4;
|
||||
/* downsampling coordinates */
|
||||
in vec2 downsample1;
|
||||
in vec2 downsample2;
|
||||
in vec2 downsample3;
|
||||
in vec2 downsample4;
|
||||
|
||||
#define fragData0 gl_FragData[0]
|
||||
#define fragData1 gl_FragData[1]
|
||||
#define fragData2 gl_FragData[2]
|
||||
#else
|
||||
/* initial uv coordinate */
|
||||
in vec2 uvcoord;
|
||||
layout(location = 0) out vec4 fragData0;
|
||||
layout(location = 1) out vec4 fragData1;
|
||||
layout(location = 2) out vec4 fragData2;
|
||||
|
||||
/* coordinate used for calculating radius et al set in geometry shader */
|
||||
in vec2 particlecoord;
|
||||
flat in vec4 color;
|
||||
|
||||
/* downsampling coordinates */
|
||||
in vec2 downsample1;
|
||||
in vec2 downsample2;
|
||||
in vec2 downsample3;
|
||||
in vec2 downsample4;
|
||||
|
||||
layout(location = 0) out vec4 fragData0;
|
||||
layout(location = 1) out vec4 fragData1;
|
||||
layout(location = 2) out vec4 fragData2;
|
||||
|
||||
#define texture2D texture
|
||||
#endif
|
||||
#define texture2D texture
|
||||
|
||||
|
||||
#define M_PI 3.1415926535897932384626433832795
|
||||
|
|
|
@ -1,33 +1,17 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec2 pos;
|
||||
attribute vec2 uvs;
|
||||
/* initial uv coordinate */
|
||||
varying vec2 uvcoord;
|
||||
in vec2 pos;
|
||||
in vec2 uvs;
|
||||
/* initial uv coordinate */
|
||||
out vec2 uvcoord;
|
||||
|
||||
/* coordinate used for calculating radius et al set in geometry shader */
|
||||
varying vec2 particlecoord;
|
||||
/* coordinate used for calculating radius et al set in geometry shader */
|
||||
out vec2 particlecoord;
|
||||
|
||||
/* downsampling coordinates */
|
||||
varying vec2 downsample1;
|
||||
varying vec2 downsample2;
|
||||
varying vec2 downsample3;
|
||||
varying vec2 downsample4;
|
||||
#else
|
||||
in vec2 pos;
|
||||
in vec2 uvs;
|
||||
/* initial uv coordinate */
|
||||
out vec2 uvcoord;
|
||||
|
||||
/* coordinate used for calculating radius et al set in geometry shader */
|
||||
out vec2 particlecoord;
|
||||
|
||||
/* downsampling coordinates */
|
||||
out vec2 downsample1;
|
||||
out vec2 downsample2;
|
||||
out vec2 downsample3;
|
||||
out vec2 downsample4;
|
||||
#endif
|
||||
/* downsampling coordinates */
|
||||
out vec2 downsample1;
|
||||
out vec2 downsample2;
|
||||
out vec2 downsample3;
|
||||
out vec2 downsample4;
|
||||
|
||||
uniform vec2 invrendertargetdim;
|
||||
uniform ivec2 rendertargetdim;
|
||||
|
|
|
@ -1,37 +1,19 @@
|
|||
uniform vec2 invrendertargetdim;
|
||||
|
||||
in vec2 pos;
|
||||
in vec2 uvs;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec2 pos;
|
||||
attribute vec2 uvs;
|
||||
/* texture coordinates for framebuffer read */
|
||||
out vec4 uvcoordsvar;
|
||||
|
||||
//texture coordinates for framebuffer read
|
||||
varying vec4 uvcoordsvar;
|
||||
/* color texture coordinates, offset by a small amount */
|
||||
out vec2 color_uv1;
|
||||
out vec2 color_uv2;
|
||||
|
||||
/* color texture coordinates, offset by a small amount */
|
||||
varying vec2 color_uv1;
|
||||
varying vec2 color_uv2;
|
||||
|
||||
varying vec2 depth_uv1;
|
||||
varying vec2 depth_uv2;
|
||||
varying vec2 depth_uv3;
|
||||
varying vec2 depth_uv4;
|
||||
#else
|
||||
in vec2 pos;
|
||||
in vec2 uvs;
|
||||
|
||||
//texture coordinates for framebuffer read
|
||||
out vec4 uvcoordsvar;
|
||||
|
||||
/* color texture coordinates, offset by a small amount */
|
||||
out vec2 color_uv1;
|
||||
out vec2 color_uv2;
|
||||
|
||||
out vec2 depth_uv1;
|
||||
out vec2 depth_uv2;
|
||||
out vec2 depth_uv3;
|
||||
out vec2 depth_uv4;
|
||||
#endif
|
||||
out vec2 depth_uv1;
|
||||
out vec2 depth_uv2;
|
||||
out vec2 depth_uv3;
|
||||
out vec2 depth_uv4;
|
||||
|
||||
//very simple shader for gull screen FX, just pass values on
|
||||
|
||||
|
|
|
@ -11,16 +11,11 @@ uniform sampler1D ssao_concentric_tex;
|
|||
// depth buffer
|
||||
uniform sampler2D depthbuffer;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
// coordinates on framebuffer in normalized (0.0-1.0) uv space
|
||||
varying vec4 uvcoordsvar;
|
||||
#define FragColor gl_FragColor
|
||||
#else
|
||||
in vec4 uvcoordsvar;
|
||||
out vec4 FragColor;
|
||||
#define texture1D texture
|
||||
#define texture2D texture
|
||||
#endif
|
||||
// coordinates on framebuffer in normalized (0.0-1.0) uv space
|
||||
in vec4 uvcoordsvar;
|
||||
out vec4 FragColor;
|
||||
#define texture1D texture
|
||||
#define texture2D texture
|
||||
|
||||
/* ssao_params.x : pixel scale for the ssao radious */
|
||||
/* ssao_params.y : factor for the ssao darkening */
|
||||
|
|
|
@ -1,12 +1,7 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
|
||||
uniform vec4 color;
|
||||
uniform sampler2D image;
|
||||
|
|
|
@ -1,12 +1,7 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
|
||||
uniform vec4 color;
|
||||
uniform sampler2D image;
|
||||
|
|
|
@ -1,12 +1,7 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
|
||||
uniform float znear;
|
||||
uniform float zfar;
|
||||
|
|
|
@ -4,14 +4,9 @@
|
|||
#define INTERLACE_COLUMN 1
|
||||
#define INTERLACE_CHECKERBOARD 2
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2DRect texture
|
||||
#endif
|
||||
:n vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2DRect texture
|
||||
|
||||
uniform int interlace_id;
|
||||
uniform sampler2DRect image_a;
|
||||
|
@ -19,17 +14,6 @@ uniform sampler2DRect image_b;
|
|||
|
||||
bool interlace()
|
||||
{
|
||||
#if __VERSION__ == 120
|
||||
if (interlace_id == INTERLACE_CHECKERBOARD) {
|
||||
return int(mod(gl_FragCoord.x + gl_FragCoord.y, 2)) != 0;
|
||||
}
|
||||
else if (interlace_id == INTERLACE_ROW) {
|
||||
return int(mod(gl_FragCoord.y, 2)) != 0;
|
||||
}
|
||||
else if (interlace_id == INTERLACE_COLUMN) {
|
||||
return int(mod(gl_FragCoord.x, 2)) != 0;
|
||||
}
|
||||
#else
|
||||
if (interlace_id == INTERLACE_CHECKERBOARD) {
|
||||
return (int(gl_FragCoord.x + gl_FragCoord.y) & 1) != 0;
|
||||
}
|
||||
|
@ -39,7 +23,6 @@ bool interlace()
|
|||
else if (interlace_id == INTERLACE_COLUMN) {
|
||||
return (int(gl_FragCoord.x) & 1) != 0;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void main()
|
||||
|
|
|
@ -1,12 +1,7 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
|
||||
uniform sampler2D image;
|
||||
uniform vec4 color;
|
||||
|
|
|
@ -1,12 +1,7 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
|
||||
uniform float alpha;
|
||||
uniform sampler2D image;
|
||||
|
|
|
@ -1,12 +1,7 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2DRect texture
|
||||
#endif
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2DRect texture
|
||||
|
||||
uniform float alpha;
|
||||
uniform sampler2DRect image;
|
||||
|
|
|
@ -1,12 +1,7 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
|
||||
uniform sampler2D image;
|
||||
uniform vec4 color;
|
||||
|
|
|
@ -1,15 +1,8 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec4 radii;
|
||||
varying vec4 finalColor;
|
||||
varying vec4 finalOutlineColor;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec4 radii;
|
||||
in vec4 finalColor;
|
||||
in vec4 finalOutlineColor;
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
in vec4 radii;
|
||||
in vec4 finalColor;
|
||||
in vec4 finalOutlineColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec2 quad = abs(gl_PointCoord - vec2(0.5));
|
||||
|
|
|
@ -4,23 +4,13 @@ uniform mat4 ModelViewProjectionMatrix;
|
|||
const float pixel_fudge = sqrt(2.0);
|
||||
const float outline_width = 1.25 * pixel_fudge;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec2 pos;
|
||||
attribute float size;
|
||||
attribute vec4 color;
|
||||
attribute vec4 outlineColor;
|
||||
varying vec4 finalColor;
|
||||
varying vec4 finalOutlineColor;
|
||||
varying vec4 radii;
|
||||
#else
|
||||
in vec2 pos;
|
||||
in float size;
|
||||
in vec4 color;
|
||||
in vec4 outlineColor;
|
||||
out vec4 finalColor;
|
||||
out vec4 finalOutlineColor;
|
||||
out vec4 radii;
|
||||
#endif
|
||||
in vec2 pos;
|
||||
in float size;
|
||||
in vec4 color;
|
||||
in vec4 outlineColor;
|
||||
out vec4 finalColor;
|
||||
out vec4 finalOutlineColor;
|
||||
out vec4 radii;
|
||||
|
||||
void main() {
|
||||
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
|
||||
|
|
|
@ -12,14 +12,10 @@ uniform mat4 ProjectionMatrixInverse;
|
|||
uniform mat3 NormalMatrix;
|
||||
uniform vec4 CameraTexCoFactors;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#define shadow2D shadow
|
||||
#define textureCube texture
|
||||
#endif
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#define shadow2D shadow
|
||||
#define textureCube texture
|
||||
|
||||
/* Converters */
|
||||
|
||||
|
@ -2281,14 +2277,12 @@ void test_shadowbuf(
|
|||
//float bias = (1.5 - inp*inp)*shadowbias;
|
||||
co.z -= shadowbias * co.w;
|
||||
|
||||
if (co.w > 0.0 && co.x > 0.0 && co.x / co.w < 1.0 && co.y > 0.0 && co.y / co.w < 1.0)
|
||||
#if __VERSION__ == 120
|
||||
result = shadow2DProj(shadowmap, co).x;
|
||||
#else
|
||||
if (co.w > 0.0 && co.x > 0.0 && co.x / co.w < 1.0 && co.y > 0.0 && co.y / co.w < 1.0) {
|
||||
result = textureProj(shadowmap, co);
|
||||
#endif
|
||||
else
|
||||
}
|
||||
else {
|
||||
result = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2592,7 +2586,6 @@ vec3 rotate_vector(vec3 p, vec3 n, float theta) {
|
|||
|
||||
#define NUM_LIGHTS 3
|
||||
|
||||
#if __VERSION__ > 120
|
||||
struct glLight {
|
||||
vec4 position;
|
||||
vec4 diffuse;
|
||||
|
@ -2604,12 +2597,6 @@ layout(std140) uniform lightSource {
|
|||
glLight glLightSource[NUM_LIGHTS];
|
||||
};
|
||||
|
||||
#define gl_NormalMatrix NormalMatrix
|
||||
|
||||
#else
|
||||
#define glLightSource gl_LightSource
|
||||
#endif
|
||||
|
||||
/* bsdfs */
|
||||
|
||||
void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out vec4 result)
|
||||
|
@ -2711,7 +2698,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
|
|||
/* directional lights */
|
||||
for (int i = 0; i < NUM_LIGHTS; i++) {
|
||||
vec3 light_position_world = glLightSource[i].position.xyz;
|
||||
vec3 light_position = normalize(gl_NormalMatrix * light_position_world);
|
||||
vec3 light_position = normalize(NormalMatrix * light_position_world);
|
||||
|
||||
vec3 H = normalize(light_position + V);
|
||||
|
||||
|
@ -3160,7 +3147,6 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
|
|||
float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
|
||||
float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
|
||||
|
||||
#if __VERSION__ > 120
|
||||
/* Fix pole bleeding */
|
||||
float half_width = 0.5 / float(textureSize(ima, 0).x);
|
||||
v = clamp(v, half_width, 1.0 - half_width);
|
||||
|
@ -3170,9 +3156,6 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
|
|||
* at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain
|
||||
* texels. So we force the highest mipmap and don't do anisotropic filtering. */
|
||||
color = textureLod(ima, vec2(u, v), 0.0);
|
||||
#else
|
||||
color = texture2D(ima, vec2(u, v));
|
||||
#endif
|
||||
}
|
||||
|
||||
void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
|
||||
|
|
|
@ -1,13 +1,8 @@
|
|||
|
||||
uniform vec4 color;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 radii;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 radii;
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
in vec2 radii;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
float dist = length(gl_PointCoord - vec2(0.5));
|
||||
|
|
|
@ -1,11 +1,7 @@
|
|||
|
||||
uniform vec4 color;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -2,13 +2,8 @@
|
|||
uniform vec4 color;
|
||||
uniform vec4 outlineColor;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec4 radii;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec4 radii;
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
in vec4 radii;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
float dist = length(gl_PointCoord - vec2(0.5));
|
||||
|
|
|
@ -1,11 +1,6 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec4 finalColor;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec4 finalColor;
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
in vec4 finalColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,15 +1,9 @@
|
|||
|
||||
uniform vec4 outlineColor;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec4 radii;
|
||||
varying vec4 fillColor;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec4 radii;
|
||||
in vec4 fillColor;
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
in vec4 radii;
|
||||
in vec4 fillColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
float dist = length(gl_PointCoord - vec2(0.5));
|
||||
|
|
|
@ -1,14 +1,9 @@
|
|||
uniform vec2 ScaleU;
|
||||
uniform sampler2D textureSource;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,15 +1,9 @@
|
|||
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec2 pos;
|
||||
attribute vec2 uvs;
|
||||
varying vec2 texCoord_interp;
|
||||
#else
|
||||
in vec2 pos;
|
||||
in vec2 uvs;
|
||||
out vec2 texCoord_interp;
|
||||
#endif
|
||||
in vec2 pos;
|
||||
in vec2 uvs;
|
||||
out vec2 texCoord_interp;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -4,20 +4,12 @@ uniform vec4 color;
|
|||
#endif
|
||||
uniform vec3 light;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec3 normal;
|
||||
in vec3 normal;
|
||||
#ifdef USE_INSTANCE_COLOR
|
||||
varying vec4 finalColor;
|
||||
#endif
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec3 normal;
|
||||
#ifdef USE_INSTANCE_COLOR
|
||||
flat in vec4 finalColor;
|
||||
#define color finalColor
|
||||
#endif
|
||||
out vec4 fragColor;
|
||||
flat in vec4 finalColor;
|
||||
# define color finalColor
|
||||
#endif
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,25 +1,14 @@
|
|||
|
||||
uniform vec3 light;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
# ifdef USE_FLAT_NORMAL
|
||||
flat varying vec3 normal;
|
||||
flat varying vec4 finalColor;
|
||||
# else
|
||||
varying vec3 normal;
|
||||
varying vec4 finalColor;
|
||||
# endif
|
||||
#define fragColor gl_FragColor
|
||||
#ifdef USE_FLAT_NORMAL
|
||||
flat in vec3 normal;
|
||||
flat in vec4 finalColor;
|
||||
#else
|
||||
# ifdef USE_FLAT_NORMAL
|
||||
flat in vec3 normal;
|
||||
flat in vec4 finalColor;
|
||||
# else
|
||||
in vec3 normal;
|
||||
in vec4 finalColor;
|
||||
# endif
|
||||
out vec4 fragColor;
|
||||
in vec3 normal;
|
||||
in vec4 finalColor;
|
||||
#endif
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,13 +1,8 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec3 coords;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec3 coords;
|
||||
out vec4 fragColor;
|
||||
#define texture1D texture
|
||||
#define texture3D texture
|
||||
#endif
|
||||
|
||||
uniform vec3 active_color;
|
||||
uniform float step_size;
|
||||
|
|
|
@ -1,11 +1,7 @@
|
|||
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec3 coords;
|
||||
#else
|
||||
out vec3 coords;
|
||||
#endif
|
||||
out vec3 coords;
|
||||
|
||||
uniform vec3 min_location;
|
||||
uniform vec3 invsize;
|
||||
|
|
|
@ -1,14 +1,8 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
flat varying vec4 color_flat;
|
||||
noperspective varying vec2 texCoord_interp;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
flat in vec4 color_flat;
|
||||
noperspective in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
#endif
|
||||
flat in vec4 color_flat;
|
||||
noperspective in vec2 texCoord_interp;
|
||||
out vec4 fragColor;
|
||||
#define texture2D texture
|
||||
|
||||
uniform sampler2D glyph;
|
||||
|
||||
|
|
|
@ -1,19 +1,11 @@
|
|||
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
attribute vec2 pos;
|
||||
attribute vec2 texCoord;
|
||||
attribute vec4 color;
|
||||
flat varying vec4 color_flat;
|
||||
noperspective varying vec2 texCoord_interp;
|
||||
#else
|
||||
in vec2 pos;
|
||||
in vec2 texCoord;
|
||||
in vec4 color;
|
||||
flat out vec4 color_flat;
|
||||
noperspective out vec2 texCoord_interp;
|
||||
#endif
|
||||
in vec2 pos;
|
||||
in vec2 texCoord;
|
||||
in vec4 color;
|
||||
flat out vec4 color_flat;
|
||||
noperspective out vec2 texCoord_interp;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,11 +1,7 @@
|
|||
|
||||
uniform vec4 color;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -12,13 +12,8 @@ out block {
|
|||
} outpt;
|
||||
#endif
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec3 varposition;
|
||||
varying vec3 varnormal;
|
||||
#else
|
||||
out vec3 varposition;
|
||||
out vec3 varnormal;
|
||||
#endif
|
||||
out vec3 varposition;
|
||||
out vec3 varnormal;
|
||||
|
||||
#ifdef CLIP_WORKAROUND
|
||||
varying float gl_ClipDistance[6];
|
||||
|
|
|
@ -1,11 +1,6 @@
|
|||
|
||||
#if __VERSION__ == 120
|
||||
varying vec3 varposition;
|
||||
varying vec3 varnormal;
|
||||
#else
|
||||
out vec3 varposition;
|
||||
out vec3 varnormal;
|
||||
#endif
|
||||
out vec3 varposition;
|
||||
out vec3 varnormal;
|
||||
|
||||
/* Color, keep in sync with: gpu_shader_vertex.glsl */
|
||||
|
||||
|
|
|
@ -2,13 +2,8 @@
|
|||
* This fragment shader was initially found at http://fabiensanglard.net/shadowmappingVSM/index.php
|
||||
*/
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec4 v_position;
|
||||
#define fragColor gl_FragColor
|
||||
#else
|
||||
in vec4 v_position;
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
in vec4 v_position;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,11 +1,7 @@
|
|||
|
||||
uniform mat4 ModelViewProjectionMatrix;
|
||||
|
||||
#if __VERSION__ == 120
|
||||
varying vec4 v_position;
|
||||
#else
|
||||
out vec4 v_position;
|
||||
#endif
|
||||
out vec4 v_position;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue