This commit is contained in:
Jonathan Fransson
2019-04-15 12:13:41 -06:00
39 changed files with 61556 additions and 136 deletions
+15 -12
View File
@@ -22,21 +22,24 @@
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
// uniform vec3 color;
#include "fragment.glsl"
#include "floatoperations.glsl"
// in vec3 vs_position;
// in vec3 vs_color;
// in vec2 vs_texcoord;
// out vec4 fs_color;
// Fragment getFragment() {
// Fragment frag;
// frag.color = vec4(color, 1.f);
// return frag;
// }
uniform vec3 color;
uniform float opacity = 1.0;
in vec4 viewSpacePosition;
in vec3 vs_position;
in vec3 vs_color;
in vec2 vs_texcoord;
Fragment getFragment() {
Fragment frag;
frag.color = vec4(color, opacity);
frag.gPosition = viewSpacePosition;
return frag;
}
+10 -11
View File
@@ -24,20 +24,19 @@
#version __CONTEXT__
layout (location = 0) in vec3 vertex_position;
layout (location = 1) in vec3 vertex_color;
layout (location = 2) in vec2 vertex_texcoord;
layout (location = 0) in vec4 vertex_data;
out vec3 vs_position;
out vec3 vs_color;
out vec2 vs_texcoord;
uniform dmat4 modelViewTransform;
uniform mat4 projectionTransform;
out vec4 viewSpacePosition;
void main() {
vs_position = vertex_position;
vs_color = vertex_color;
vs_texcoord - vec2(vertex_texcoord.x, vertex_texcoord.y);
gl_Position = vec4(vertex_position, 1.f);
dvec4 position = dvec4(vertex_data.xyz, 1.0);
float timeOffset = vertex_data.w;
viewSpacePosition = vec4(modelViewTransform * position);
gl_Position = projectionTransform * viewSpacePosition;
}
@@ -28,9 +28,9 @@ layout(location = 0) in vec4 vertexData;
uniform dmat4 modelViewTransform;
uniform mat4 projectionTransform;
uniform bool useLineFade;
uniform float lineFade;
uniform int vertexSortingMethod;
// uniform bool useLineFade;
// uniform float lineFade;
// uniform int vertexSortingMethod;
uniform int pointSize;
out vec4 viewSpacePosition;