Fixing star shaders for Mac

This commit is contained in:
Alexander Bock
2017-05-31 16:55:19 -04:00
parent c87527e792
commit 9ea188cb2e
3 changed files with 5 additions and 7 deletions

View File

@@ -36,7 +36,7 @@ uniform float alphaValue;
uniform int colorOption;
in vec4 vs_position;
in vec4 vs_gPosition;
in vec4 ge_gPosition;
in vec3 ge_brightness;
in vec3 ge_velocity;
in float ge_speed;
@@ -88,7 +88,7 @@ Fragment getFragment() {
// G-Buffer
frag.gColor = fullColor;
frag.gPosition = vs_gPosition;
frag.gPosition = ge_gPosition;
// There is no normal here
// TODO: Add the correct normal (JCC)
frag.gNormalReflectance = vec4(vec3(0.0), fullColor.a);

View File

@@ -39,16 +39,16 @@ layout(triangle_strip, max_vertices = 4) out;
in vec4 psc_position[];
in vec3 vs_brightness[];
in vec3 vs_velocity[];
in vec4 vs_gPosition[];
in float vs_speed[];
in vec4 cam_position[];
out vec4 vs_position;
out vec4 vs_gPosition;
out vec4 ge_gPosition;
out vec3 ge_brightness;
out vec3 ge_velocity;
out float ge_speed;
out vec2 texCoord;
out float billboardSize;
uniform mat4 projection;
@@ -91,7 +91,7 @@ void main() {
gl_Position = projPos[i];
// gl_Position = z_normalization(projPos[i]);
texCoord = corners[i];
billboardSize = sizeInPixels;
ge_gPosition = vs_gPosition[0];
EmitVertex();
}
EndPrimitive();

View File

@@ -37,7 +37,6 @@ out vec4 psc_position;
out vec3 vs_brightness;
out vec3 vs_velocity;
out float vs_speed;
out vec4 cam_position;
out vec4 vs_gPosition;
#include "PowerScaling/powerScaling_vs.hglsl"
@@ -48,7 +47,6 @@ void main() {
vs_brightness = in_brightness;
vs_velocity = in_velocity;
vs_speed = in_speed;
cam_position = campos;
vec4 tmp = p;
vec4 position = pscTransform(tmp, mat4(1.0));