Remove const qualifier from shaders as it causes shaders to not compile on Mac

This commit is contained in:
Alexander Bock
2017-08-03 12:05:58 -04:00
parent 8a62e6e791
commit cedd8adf0d
47 changed files with 262 additions and 285 deletions
+2 -2
View File
@@ -34,8 +34,8 @@ uniform mat4 modelViewTransform;
uniform mat4 projectionTransform;
void main() {
const vec4 positionClipSpace = projectionTransform * modelViewTransform * vec4(in_position, 1.0);
const vec4 positionScreenSpace = z_normalization(positionClipSpace);
vec4 positionClipSpace = projectionTransform * modelViewTransform * vec4(in_position, 1.0);
vec4 positionScreenSpace = z_normalization(positionClipSpace);
vs_screenSpaceDepth = positionScreenSpace.w;
gl_Position = positionScreenSpace;
+3 -3
View File
@@ -36,9 +36,9 @@ uniform mat4 modelViewProjectionTransform;
void main() {
const vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1);
const vec4 positionClipSpace = modelViewProjectionTransform * position;
const vec4 positionScreenSpace = z_normalization(positionClipSpace);
vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1);
vec4 positionClipSpace = modelViewProjectionTransform * position;
vec4 positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = positionScreenSpace;
vs_st = in_st;
+10 -10
View File
@@ -36,7 +36,7 @@ uniform sampler2D texture1;
const vec3 SpecularAlbedo = vec3(1.0);
Fragment getFragment() {
const vec3 diffuseAlbedo = texture(texture1, vs_st).rgb;
vec3 diffuseAlbedo = texture(texture1, vs_st).rgb;
Fragment frag;
@@ -45,22 +45,22 @@ Fragment getFragment() {
const vec3 lightColorAmbient = vec3(1.0);
const vec3 lightColor = vec3(1.0);
const vec3 n = normalize(vs_normalViewSpace);
const vec3 l = directionToSunViewSpace;
const vec3 c = normalize(vs_positionCameraSpace.xyz);
const vec3 r = reflect(l, n);
vec3 n = normalize(vs_normalViewSpace);
vec3 l = directionToSunViewSpace;
vec3 c = normalize(vs_positionCameraSpace.xyz);
vec3 r = reflect(l, n);
const float ambientIntensity = 0.2;
const float diffuseIntensity = 1;
const float specularIntensity = 1;
const float diffuseCosineFactor = dot(n,l);
const float specularCosineFactor = dot(c,r);
float diffuseCosineFactor = dot(n,l);
float specularCosineFactor = dot(c,r);
const float specularPower = 100.0;
const vec3 ambientColor = ambientIntensity * lightColorAmbient * diffuseAlbedo;
const vec3 diffuseColor = diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
const vec3 specularColor = specularIntensity * lightColor * SpecularAlbedo * pow(max(specularCosineFactor, 0), specularPower);
vec3 ambientColor = ambientIntensity * lightColorAmbient * diffuseAlbedo;
vec3 diffuseColor = diffuseIntensity * lightColor * diffuseAlbedo * max(diffuseCosineFactor, 0);
vec3 specularColor = specularIntensity * lightColor * SpecularAlbedo * pow(max(specularCosineFactor, 0), specularPower);
frag.color.rgb = ambientColor + diffuseColor + specularColor;
}
+2 -2
View File
@@ -41,8 +41,8 @@ uniform mat4 projectionTransform;
void main() {
vs_positionCameraSpace = modelViewTransform * in_position;
const vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace;
const vec4 positionScreenSpace = z_normalization(positionClipSpace);
vec4 positionClipSpace = projectionTransform * vs_positionCameraSpace;
vec4 positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = positionScreenSpace;
vs_st = in_st;
+2 -2
View File
@@ -38,8 +38,8 @@ uniform int pointSteps;
void main() {
const vec4 positionCameraSpace = modelViewTransform * in_point_position;
const vec4 positionClipSpace = projectionTransform * positionCameraSpace;
vec4 positionCameraSpace = modelViewTransform * in_point_position;
vec4 positionClipSpace = projectionTransform * positionCameraSpace;
vs_positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = vs_positionScreenSpace;
+3 -3
View File
@@ -37,9 +37,9 @@ uniform mat4 modelViewProjectionTransform;
void main() {
const vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1);
const vec4 positionClipSpace = modelViewProjectionTransform * position;
const vec4 positionScreenSpace = z_normalization(positionClipSpace);
vec4 position = vec4(in_position.xyz * pow(10, in_position.w), 1);
vec4 positionClipSpace = modelViewProjectionTransform * position;
vec4 positionScreenSpace = z_normalization(positionClipSpace);
gl_Position = positionScreenSpace;
+5 -5
View File
@@ -46,15 +46,15 @@ Fragment getFragment() {
Fragment frag;
if (_performShading) {
const vec3 n = normalize(vs_normal.xyz);
const vec3 l_pos = vec3(sun_pos); // sun.
const vec3 l_dir = normalize(l_pos - objpos.xyz);
const float intensity = min(max(5 * dot(n,l_dir), 0.0), 1);
vec3 n = normalize(vs_normal.xyz);
vec3 l_pos = vec3(sun_pos); // sun.
vec3 l_dir = normalize(l_pos - objpos.xyz);
float intensity = min(max(5 * dot(n,l_dir), 0.0), 1);
// float shine = 0.0001;
const vec4 specular = vec4(0.5);
const vec4 ambient = vec4(0.0, 0.0, 0.0, transparency);
vec4 ambient = vec4(0.0, 0.0, 0.0, transparency);
/*
if(intensity > 0.f){
// halfway vector