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