From 6f71a8e3d5e47ab05653315b0d44b35af6a20338 Mon Sep 17 00:00:00 2001 From: Héctor Ramón Jiménez Date: Fri, 22 May 2020 05:52:11 +0200 Subject: Use `get_uniform_location` for wider compatibility --- glow/src/shader/quad.vert | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) (limited to 'glow/src/shader/quad.vert') 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); } -- cgit