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authorLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-05-22 05:52:11 +0200
committerLibravatar Héctor Ramón Jiménez <hector0193@gmail.com>2020-05-22 05:55:28 +0200
commit6f71a8e3d5e47ab05653315b0d44b35af6a20338 (patch)
tree57cbc1f7aa836b021da7ec1e1a05f86b63c35148 /glow/src/shader
parent1b287cddaf1951bbd65e60996eea6d356c131c1f (diff)
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Use `get_uniform_location` for wider compatibility
Diffstat (limited to 'glow/src/shader')
-rw-r--r--glow/src/shader/quad.frag28
-rw-r--r--glow/src/shader/quad.vert34
-rw-r--r--glow/src/shader/triangle.frag9
-rw-r--r--glow/src/shader/triangle.vert8
4 files changed, 40 insertions, 39 deletions
diff --git a/glow/src/shader/quad.frag b/glow/src/shader/quad.frag
index 17e7216f..cea36bdc 100644
--- a/glow/src/shader/quad.frag
+++ b/glow/src/shader/quad.frag
@@ -1,15 +1,15 @@
-#version 450
+#version 330
-layout(location = 2) uniform float u_Screen_Height;
+uniform float u_ScreenHeight;
-layout(location = 0) in vec4 v_Color;
-layout(location = 1) in vec4 v_BorderColor;
-layout(location = 2) in vec2 v_Pos;
-layout(location = 3) in vec2 v_Scale;
-layout(location = 4) in float v_BorderRadius;
-layout(location = 5) in float v_BorderWidth;
+in vec4 v_Color;
+in vec4 v_BorderColor;
+in vec2 v_Pos;
+in vec2 v_Scale;
+in float v_BorderRadius;
+in float v_BorderWidth;
-layout(location = 0) out vec4 o_Color;
+out vec4 o_Color;
float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
{
@@ -22,8 +22,8 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
vec2 bottom_right_distance = frag_coord - bottom_right;
vec2 distance = vec2(
- max(max(top_left_distance.x, bottom_right_distance.x), 0),
- max(max(top_left_distance.y, bottom_right_distance.y), 0)
+ max(max(top_left_distance.x, bottom_right_distance.x), 0.0),
+ max(max(top_left_distance.y, bottom_right_distance.y), 0.0)
);
return sqrt(distance.x * distance.x + distance.y * distance.y);
@@ -32,11 +32,11 @@ float distance(in vec2 frag_coord, in vec2 position, in vec2 size, float radius)
void main() {
vec4 mixed_color;
- vec2 fragCoord = vec2(gl_FragCoord.x, u_Screen_Height - gl_FragCoord.y);
+ vec2 fragCoord = vec2(gl_FragCoord.x, u_ScreenHeight - gl_FragCoord.y);
// TODO: Remove branching (?)
if(v_BorderWidth > 0) {
- float internal_border = max(v_BorderRadius - v_BorderWidth, 0);
+ float internal_border = max(v_BorderRadius - v_BorderWidth, 0.0);
float internal_distance = distance(
fragCoord,
@@ -64,7 +64,7 @@ void main() {
);
float radius_alpha =
- 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0), v_BorderRadius + 0.5, d);
+ 1.0 - smoothstep(max(v_BorderRadius - 0.5, 0.0), v_BorderRadius + 0.5, d);
o_Color = vec4(mixed_color.xyz, mixed_color.w * radius_alpha);
}
diff --git a/glow/src/shader/quad.vert b/glow/src/shader/quad.vert
index 2d2ebc3d..d37b5c8d 100644
--- a/glow/src/shader/quad.vert
+++ b/glow/src/shader/quad.vert
@@ -1,7 +1,7 @@
-#version 450
+#version 330
-layout(location = 0) uniform mat4 u_Transform;
-layout(location = 1) uniform float u_Scale;
+uniform mat4 u_Transform;
+uniform float u_Scale;
layout(location = 0) in vec2 i_Pos;
layout(location = 1) in vec2 i_Scale;
@@ -10,12 +10,12 @@ layout(location = 3) in vec4 i_BorderColor;
layout(location = 4) in float i_BorderRadius;
layout(location = 5) in float i_BorderWidth;
-layout(location = 0) out vec4 o_Color;
-layout(location = 1) out vec4 o_BorderColor;
-layout(location = 2) out vec2 o_Pos;
-layout(location = 3) out vec2 o_Scale;
-layout(location = 4) out float o_BorderRadius;
-layout(location = 5) out float o_BorderWidth;
+out vec4 v_Color;
+out vec4 v_BorderColor;
+out vec2 v_Pos;
+out vec2 v_Scale;
+out float v_BorderRadius;
+out float v_BorderWidth;
const vec2 positions[4] = vec2[](
vec2(0.0, 0.0),
@@ -25,7 +25,7 @@ const vec2 positions[4] = vec2[](
);
void main() {
- vec2 v_Pos = positions[gl_VertexID];
+ vec2 q_Pos = positions[gl_VertexID];
vec2 p_Pos = i_Pos * u_Scale;
vec2 p_Scale = i_Scale * u_Scale;
@@ -36,12 +36,12 @@ void main() {
vec4(p_Pos - vec2(0.5, 0.5), 0.0, 1.0)
);
- o_Color = i_Color;
- o_BorderColor = i_BorderColor;
- o_Pos = p_Pos;
- o_Scale = p_Scale;
- o_BorderRadius = i_BorderRadius * u_Scale;
- o_BorderWidth = i_BorderWidth * u_Scale;
+ v_Color = i_Color;
+ v_BorderColor = i_BorderColor;
+ v_Pos = p_Pos;
+ v_Scale = p_Scale;
+ v_BorderRadius = i_BorderRadius * u_Scale;
+ v_BorderWidth = i_BorderWidth * u_Scale;
- gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
+ gl_Position = u_Transform * i_Transform * vec4(q_Pos, 0.0, 1.0);
}
diff --git a/glow/src/shader/triangle.frag b/glow/src/shader/triangle.frag
index e39c45e7..d186784a 100644
--- a/glow/src/shader/triangle.frag
+++ b/glow/src/shader/triangle.frag
@@ -1,8 +1,9 @@
-#version 450
+#version 330
-layout(location = 0) in vec4 i_Color;
-layout(location = 0) out vec4 o_Color;
+in vec4 v_Color;
+
+out vec4 o_Color;
void main() {
- o_Color = i_Color;
+ o_Color = v_Color;
}
diff --git a/glow/src/shader/triangle.vert b/glow/src/shader/triangle.vert
index cfa4e995..5723436a 100644
--- a/glow/src/shader/triangle.vert
+++ b/glow/src/shader/triangle.vert
@@ -1,13 +1,13 @@
-#version 450
+#version 330
-layout(location = 0) uniform mat4 u_Transform;
+uniform mat4 u_Transform;
layout(location = 0) in vec2 i_Position;
layout(location = 1) in vec4 i_Color;
-layout(location = 0) out vec4 o_Color;
+out vec4 v_Color;
void main() {
gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0);
- o_Color = i_Color;
+ v_Color = i_Color;
}