Remove the unused location declarations in the shader to make OpenSpace compatible with OpenGL 4.0

This commit is contained in:
Alexander Bock
2015-07-07 11:17:56 +02:00
parent b8c7f82b4d
commit 9e06b612a7
8 changed files with 46 additions and 49 deletions
+4 -5
View File
@@ -23,11 +23,10 @@
****************************************************************************************/
#version __CONTEXT__
layout(location = 0) in vec4 vs_point_position;
layout(location = 1) flat in int isHour;
layout(location = 2) in vec4 vs_point_color;
//in flat int isHour;
//uniform vec4 campos;
in vec4 vs_point_position;
flat in int isHour;
in vec4 vs_point_color;
uniform vec3 color;
#include "ABuffer/abufferStruct.hglsl"
+7 -9
View File
@@ -24,6 +24,13 @@
#version __CONTEXT__
in vec4 in_point_position;
uniform vec3 color;
out vec4 vs_point_position;
flat out int isHour;
out vec4 vs_point_color;
uniform mat4 ViewProjection;
uniform mat4 ModelTransform;
uniform vec4 objectVelocity;
@@ -49,15 +56,6 @@ float psc_distance(vec4 v1, vec4 v2) {
return distance(v1.xyz, v2.xyz);
}
layout(location = 0) in vec4 in_point_position;
//layout(location = 1) in vec4 in_point_color;
uniform vec3 color;
//uniform vec4 campos;
layout(location = 0) out vec4 vs_point_position;
layout(location = 1) flat out int isHour;
layout(location = 2) out vec4 vs_point_color;
#include "PowerScaling/powerScaling_vs.hglsl"
void main() {
+6 -6
View File
@@ -35,12 +35,12 @@ uniform float minBillboardSize;
uniform int colorOption;
layout(location = 0) in vec4 vs_position;
layout(location = 1) in vec3 ge_brightness;
layout(location = 2) in vec3 ge_velocity;
layout(location = 3) in float ge_speed;
layout(location = 4) in vec2 texCoord;
layout(location = 5) in float billboardSize;
in vec4 vs_position;
in vec3 ge_brightness;
in vec3 ge_velocity;
in float ge_speed;
in vec2 texCoord;
in float billboardSize;
#include "ABuffer/abufferStruct.hglsl"
#include "ABuffer/abufferAddToBuffer.hglsl"
+11 -11
View File
@@ -37,18 +37,18 @@ const vec2 corners[4] = vec2[4](
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
layout(location = 0) in vec4 psc_position[];
layout(location = 1) in vec3 vs_brightness[];
layout(location = 2) in vec3 vs_velocity[];
layout(location = 3) in float vs_speed[];
layout(location = 4) in vec4 cam_position[];
in vec4 psc_position[];
in vec3 vs_brightness[];
in vec3 vs_velocity[];
in float vs_speed[];
in vec4 cam_position[];
layout(location = 0) out vec4 vs_position;
layout(location = 1) out vec3 ge_brightness;
layout(location = 2) out vec3 ge_velocity;
layout(location = 3) out float ge_speed;
layout(location = 4) out vec2 texCoord;
layout(location = 5) out float billboardSize;
out vec4 vs_position;
out vec3 ge_brightness;
out vec3 ge_velocity;
out float ge_speed;
out vec2 texCoord;
out float billboardSize;
uniform mat4 projection;
+9 -9
View File
@@ -28,16 +28,16 @@ uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
layout(location = 0) in vec4 in_position;
layout(location = 1) in vec3 in_brightness;
layout(location = 2) in vec3 in_velocity;
layout(location = 3) in float in_speed;
in vec4 in_position;
in vec3 in_brightness;
in vec3 in_velocity;
in float in_speed;
layout(location = 0) out vec4 psc_position;
layout(location = 1) out vec3 vs_brightness;
layout(location = 2) out vec3 vs_velocity;
layout(location = 3) out float vs_speed;
layout(location = 4) out vec4 cam_position;
out vec4 psc_position;
out vec3 vs_brightness;
out vec3 vs_velocity;
out float vs_speed;
out vec4 cam_position;
#include "PowerScaling/powerScaling_vs.hglsl"
@@ -42,7 +42,7 @@ void main() {
vec4 tmp = in_position;
int id = gl_VertexID;
vec3 black = { 0.f, 0.f, 0.f };
vec3 black = vec3(0.0);
if(id == targetId)
vs_color.xyz = black;
+3 -3
View File
@@ -26,10 +26,10 @@
uniform sampler2D tex;
layout(location = 1) in vec2 out_uv;
layout(location = 2) in vec4 out_color;
in vec2 out_uv;
in vec4 out_color;
layout(location = 0) out vec4 FragColor;
out vec4 FragColor;
void main() {
FragColor = out_color * texture(tex, out_uv);
+5 -5
View File
@@ -26,12 +26,12 @@
uniform mat4 ortho;
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_uv;
layout(location = 2) in vec4 in_color;
in vec2 in_position;
in vec2 in_uv;
in vec4 in_color;
layout(location = 1) out vec2 out_uv;
layout(location = 2) out vec4 out_color;
out vec2 out_uv;
out vec4 out_color;
void main() {
out_uv = in_uv;