Kaydet (Commit) 249c5e0f authored tarafından Markus Mohrhard's avatar Markus Mohrhard

replace all attribute and varying in chart shaders

Next step to a pure OpenGL 3.2 core context.

Change-Id: Ifcfccd9ffc8adcc3b7338e10cb25aeb8496909a3
üst fbddfdec
......@@ -9,7 +9,7 @@
#version 150 core core
varying vec4 fragmentColor;
in vec4 fragmentColor;
void main()
{
......
......@@ -9,10 +9,10 @@
#version 150 core
attribute vec3 vPosition;
in vec3 vPosition;
uniform mat4 MVP;
attribute vec4 vColor;
varying vec4 fragmentColor;
in vec4 vColor;
out vec4 fragmentColor;
void main()
{
......
......@@ -9,7 +9,7 @@
#version 150 core
varying vec4 fragmentColor;
in vec4 fragmentColor;
void main()
{
......
......@@ -9,10 +9,10 @@
#version 150 core
attribute vec3 vPosition;
in vec3 vPosition;
uniform mat4 MVP;
uniform vec4 vColor;
varying vec4 fragmentColor;
out vec4 fragmentColor;
void main()
{
......
......@@ -9,7 +9,7 @@
#version 150 core
varying vec4 fragmentColor;
in vec4 fragmentColor;
void main()
{
......
......@@ -9,9 +9,9 @@
#version 150 core
attribute vec3 vPosition;
in vec3 vPosition;
uniform vec4 vColor;
varying vec4 fragmentColor;
out vec4 fragmentColor;
void main()
{
......
......@@ -10,8 +10,8 @@
#version 150 core
uniform float minCoordX;
varying vec3 positionWorldspace;
varying vec4 fragmentColor;
in vec3 positionWorldspace;
in vec4 fragmentColor;
void main()
{
......
......@@ -9,14 +9,14 @@
#version 150 core
attribute vec3 vPosition;
in vec3 vPosition;
uniform mat4 MVP;
uniform mat4 M;
uniform vec4 vColor;
uniform float minCoordX;
uniform float maxCoordX;
varying vec4 fragmentColor;
varying vec3 positionWorldspace;
out vec4 fragmentColor;
out vec3 positionWorldspace;
void main()
{
positionWorldspace = (M * vec4(vPosition,1)).xyz;
......
......@@ -10,11 +10,12 @@
#version 150 core
uniform sampler2D RenderTex;
varying vec2 vTexCoord;
in vec2 vTexCoord;
out vec4 actualColor;
void main()
{
gl_FragColor = vec4(texture2D(RenderTex, vTexCoord).rgb, 1.0);
actualColor = vec4(texture(RenderTex, vTexCoord).rgb, 1.0);
}
/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
......@@ -9,9 +9,9 @@
#version 150 core
attribute vec4 vPosition;
attribute vec2 texCoord;
varying vec2 vTexCoord;
in vec4 vPosition;
in vec2 texCoord;
out vec2 vTexCoord;
void main()
{
gl_Position = vPosition;
......
......@@ -9,7 +9,7 @@
#version 150 core
varying vec2 vTexCoord;
in vec2 vTexCoord;
uniform sampler2D TextTex;
uniform vec4 textColor;
void main()
......
......@@ -9,9 +9,9 @@
#version 150 core
attribute vec3 vPosition;
attribute vec2 texCoord;
varying vec2 vTexCoord;
in vec3 vPosition;
in vec2 texCoord;
out vec2 vTexCoord;
void main()
{
gl_Position = vec4(vPosition, 1);
......
......@@ -11,8 +11,8 @@
#define MAX_LIGHT_NUM 8
varying vec3 positionWorldspace;
varying vec3 normalCameraspace;
in vec3 positionWorldspace;
in vec3 normalCameraspace;
uniform mat4 V;
uniform vec4 materialAmbient;
......
......@@ -9,11 +9,11 @@
#version 150 core
attribute vec3 vertexPositionModelspace;
attribute vec3 vertexNormalModelspace;
in vec3 vertexPositionModelspace;
in vec3 vertexNormalModelspace;
varying vec3 positionWorldspace;
varying vec3 normalCameraspace;
out vec3 positionWorldspace;
out vec3 normalCameraspace;
uniform mat4 P;
uniform mat4 M;
......
......@@ -9,7 +9,7 @@
#version 150 core
varying vec4 fragmentColor;
in vec4 fragmentColor;
uniform int shape;
void main()
......
......@@ -9,10 +9,10 @@
#version 150 core
attribute vec3 vPosition;
in vec3 vPosition;
uniform mat4 MVP;
uniform vec4 vColor;
varying vec4 fragmentColor;
out vec4 fragmentColor;
void main()
{
......
......@@ -10,7 +10,7 @@
#version 150 core
uniform sampler2D TextTex;
varying vec2 vTexCoord;
in vec2 vTexCoord;
void main()
{
vec3 color = texture2D(TextTex, vTexCoord).rgb;
......
......@@ -9,10 +9,10 @@
#version 150 core
attribute vec3 vPosition;
in vec3 vPosition;
uniform mat4 MVP;
attribute vec2 texCoord;
varying vec2 vTexCoord;
in vec2 texCoord;
out vec2 vTexCoord;
void main()
{
gl_Position = MVP * vec4(vPosition, 1);
......
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