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https://github.com/OpenSpace/OpenSpace.git
synced 2026-05-07 03:49:43 -05:00
Remove the unused location declarations in the shader to make OpenSpace compatible with OpenGL 4.0
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@@ -23,11 +23,10 @@
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****************************************************************************************/
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#version __CONTEXT__
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layout(location = 0) in vec4 vs_point_position;
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layout(location = 1) flat in int isHour;
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layout(location = 2) in vec4 vs_point_color;
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//in flat int isHour;
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//uniform vec4 campos;
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in vec4 vs_point_position;
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flat in int isHour;
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in vec4 vs_point_color;
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uniform vec3 color;
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#include "ABuffer/abufferStruct.hglsl"
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@@ -24,6 +24,13 @@
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#version __CONTEXT__
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in vec4 in_point_position;
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uniform vec3 color;
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out vec4 vs_point_position;
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flat out int isHour;
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out vec4 vs_point_color;
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uniform mat4 ViewProjection;
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uniform mat4 ModelTransform;
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uniform vec4 objectVelocity;
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@@ -49,15 +56,6 @@ float psc_distance(vec4 v1, vec4 v2) {
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return distance(v1.xyz, v2.xyz);
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}
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layout(location = 0) in vec4 in_point_position;
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//layout(location = 1) in vec4 in_point_color;
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uniform vec3 color;
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//uniform vec4 campos;
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layout(location = 0) out vec4 vs_point_position;
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layout(location = 1) flat out int isHour;
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layout(location = 2) out vec4 vs_point_color;
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#include "PowerScaling/powerScaling_vs.hglsl"
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void main() {
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@@ -35,12 +35,12 @@ uniform float minBillboardSize;
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uniform int colorOption;
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layout(location = 0) in vec4 vs_position;
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layout(location = 1) in vec3 ge_brightness;
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layout(location = 2) in vec3 ge_velocity;
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layout(location = 3) in float ge_speed;
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layout(location = 4) in vec2 texCoord;
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layout(location = 5) in float billboardSize;
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in vec4 vs_position;
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in vec3 ge_brightness;
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in vec3 ge_velocity;
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in float ge_speed;
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in vec2 texCoord;
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in float billboardSize;
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#include "ABuffer/abufferStruct.hglsl"
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#include "ABuffer/abufferAddToBuffer.hglsl"
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@@ -37,18 +37,18 @@ const vec2 corners[4] = vec2[4](
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layout(points) in;
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layout(triangle_strip, max_vertices = 4) out;
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layout(location = 0) in vec4 psc_position[];
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layout(location = 1) in vec3 vs_brightness[];
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layout(location = 2) in vec3 vs_velocity[];
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layout(location = 3) in float vs_speed[];
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layout(location = 4) in vec4 cam_position[];
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in vec4 psc_position[];
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in vec3 vs_brightness[];
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in vec3 vs_velocity[];
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in float vs_speed[];
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in vec4 cam_position[];
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layout(location = 0) out vec4 vs_position;
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layout(location = 1) out vec3 ge_brightness;
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layout(location = 2) out vec3 ge_velocity;
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layout(location = 3) out float ge_speed;
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layout(location = 4) out vec2 texCoord;
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layout(location = 5) out float billboardSize;
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out vec4 vs_position;
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out vec3 ge_brightness;
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out vec3 ge_velocity;
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out float ge_speed;
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out vec2 texCoord;
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out float billboardSize;
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uniform mat4 projection;
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@@ -28,16 +28,16 @@ uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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layout(location = 0) in vec4 in_position;
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layout(location = 1) in vec3 in_brightness;
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layout(location = 2) in vec3 in_velocity;
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layout(location = 3) in float in_speed;
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in vec4 in_position;
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in vec3 in_brightness;
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in vec3 in_velocity;
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in float in_speed;
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layout(location = 0) out vec4 psc_position;
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layout(location = 1) out vec3 vs_brightness;
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layout(location = 2) out vec3 vs_velocity;
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layout(location = 3) out float vs_speed;
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layout(location = 4) out vec4 cam_position;
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out vec4 psc_position;
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out vec3 vs_brightness;
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out vec3 vs_velocity;
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out float vs_speed;
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out vec4 cam_position;
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#include "PowerScaling/powerScaling_vs.hglsl"
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@@ -42,7 +42,7 @@ void main() {
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vec4 tmp = in_position;
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int id = gl_VertexID;
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vec3 black = { 0.f, 0.f, 0.f };
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vec3 black = vec3(0.0);
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if(id == targetId)
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vs_color.xyz = black;
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@@ -26,10 +26,10 @@
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uniform sampler2D tex;
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layout(location = 1) in vec2 out_uv;
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layout(location = 2) in vec4 out_color;
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in vec2 out_uv;
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in vec4 out_color;
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layout(location = 0) out vec4 FragColor;
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out vec4 FragColor;
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void main() {
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FragColor = out_color * texture(tex, out_uv);
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@@ -26,12 +26,12 @@
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uniform mat4 ortho;
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layout(location = 0) in vec2 in_position;
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layout(location = 1) in vec2 in_uv;
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layout(location = 2) in vec4 in_color;
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in vec2 in_position;
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in vec2 in_uv;
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in vec4 in_color;
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layout(location = 1) out vec2 out_uv;
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layout(location = 2) out vec4 out_color;
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out vec2 out_uv;
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out vec4 out_color;
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void main() {
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out_uv = in_uv;
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