Assign locations to all uniform declarations

progress towards #1376
This commit is contained in:
IntegratedQuantum 2025-05-02 16:46:21 +02:00
parent 61268fb374
commit 73d50720b4
33 changed files with 143 additions and 143 deletions

View File

@ -17,8 +17,8 @@ layout(std430, binding = 1) buffer _animatedTexture
float animatedTexture[];
};
uniform uint time;
uniform uint size;
layout(location = 0) uniform uint time;
layout(location = 1) uniform uint size;
void main() {
uint textureIndex = gl_GlobalInvocationID.x;

View File

@ -5,8 +5,8 @@ layout(location = 1) in vec2 texCoords;
layout(location = 0) out vec2 outTexCoords;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
layout(location = 0) uniform mat4 viewMatrix;
layout(location = 1) uniform mat4 projectionMatrix;
void main() {
gl_Position = projectionMatrix*viewMatrix*vec4(vertexPos, 1);

View File

@ -4,11 +4,11 @@ layout(location = 0) in vec3 position;
layout(location = 0) out vec3 mvVertexPos;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 modelPosition;
uniform vec3 lowerBounds;
uniform vec3 upperBounds;
layout(location = 0) uniform mat4 projectionMatrix;
layout(location = 1) uniform mat4 viewMatrix;
layout(location = 2) uniform vec3 modelPosition;
layout(location = 3) uniform vec3 lowerBounds;
layout(location = 4) uniform vec3 upperBounds;
void main() {
vec4 mvPos = viewMatrix*vec4(lowerBounds + position*(upperBounds - lowerBounds) + modelPosition, 1);

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@ -9,12 +9,12 @@ layout(location = 2) in vec3 direction;
layout(binding = 3) uniform sampler2D color;
layout(binding = 4) uniform sampler2D depthTexture;
uniform float zNear;
uniform float zFar;
uniform vec2 tanXY;
layout(location = 1) uniform vec2 tanXY;
layout(location = 2) uniform float zNear;
layout(location = 3) uniform float zFar;
uniform ivec3 playerPositionInteger;
uniform vec3 playerPositionFraction;
layout(location = 4) uniform ivec3 playerPositionInteger;
layout(location = 5) uniform vec3 playerPositionFraction;
struct Fog {
vec3 color;
@ -23,7 +23,7 @@ struct Fog {
float fogHigher;
};
uniform Fog fog;
layout(location = 6) uniform Fog fog;
float zFromDepth(float depthBufferValue) {
return zNear*zFar/(depthBufferValue*(zNear - zFar) + zFar);

View File

@ -8,8 +8,8 @@ layout(location = 2) out vec3 direction;
layout(binding = 3) uniform sampler2D color;
uniform mat4 invViewMatrix;
uniform vec2 tanXY;
layout(location = 0) uniform mat4 invViewMatrix;
layout(location = 1) uniform vec2 tanXY;
void main() {
vec2 position = inTexCoords*2 - vec2(1, 1);

View File

@ -11,16 +11,16 @@ layout(location = 7) flat in int ditherSeed;
layout(location = 8) flat in float distanceForLodCheck;
layout(location = 9) flat in int opaqueInLod;
layout(location = 0) out vec4 fragColor;
layout(binding = 0) uniform sampler2DArray textureSampler;
layout(binding = 1) uniform sampler2DArray emissionSampler;
layout(binding = 2) uniform sampler2DArray reflectivityAndAbsorptionSampler;
layout(binding = 4) uniform samplerCube reflectionMap;
uniform float reflectionMapSize;
uniform float contrast;
uniform float lodDistance;
layout(location = 0) out vec4 fragColor;
layout(location = 5) uniform float reflectionMapSize;
layout(location = 6) uniform float contrast;
layout(location = 7) uniform float lodDistance;
layout(std430, binding = 1) buffer _animatedTexture
{

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@ -11,11 +11,11 @@ layout(location = 7) flat out int ditherSeed;
layout(location = 8) flat out float distanceForLodCheck;
layout(location = 9) flat out int opaqueInLod;
uniform vec3 ambientLight;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform ivec3 playerPositionInteger;
uniform vec3 playerPositionFraction;
layout(location = 0) uniform vec3 ambientLight;
layout(location = 1) uniform mat4 projectionMatrix;
layout(location = 2) uniform mat4 viewMatrix;
layout(location = 3) uniform ivec3 playerPositionInteger;
layout(location = 4) uniform vec3 playerPositionFraction;
struct FaceData {
int encodedPositionAndLightIndex;

View File

@ -40,14 +40,14 @@ layout(std430, binding = 9) buffer _chunkIDs
uint chunkIDs[];
};
uniform uint chunkIDIndex;
uniform uint commandIndexStart;
uniform uint size;
uniform bool isTransparent;
uniform bool onlyDrawPreviouslyInvisible;
uniform ivec3 playerPositionInteger;
layout(location = 0) uniform uint chunkIDIndex;
layout(location = 1) uniform uint commandIndexStart;
layout(location = 2) uniform uint size;
layout(location = 3) uniform bool isTransparent;
layout(location = 4) uniform bool onlyDrawPreviouslyInvisible;
layout(location = 5) uniform ivec3 playerPositionInteger;
uniform float lodDistance;
layout(location = 6) uniform float lodDistance;
bool isVisible(int dir, ivec3 playerDist) {
switch(dir) {

View File

@ -57,10 +57,10 @@ vec3 vertexBuffer[24] = vec3[24](
vec3(0, 0, 1)
);
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform ivec3 playerPositionInteger;
uniform vec3 playerPositionFraction;
layout(location = 0) uniform mat4 projectionMatrix;
layout(location = 1) uniform mat4 viewMatrix;
layout(location = 2) uniform ivec3 playerPositionInteger;
layout(location = 3) uniform vec3 playerPositionFraction;
void main() {
uint chunkIDID = uint(gl_VertexID)/24u;

View File

@ -11,21 +11,23 @@ layout(location = 7) flat in int ditherSeed;
layout(location = 8) flat in float distanceForLodCheck;
layout(location = 9) flat in int opaqueInLod;
layout(location = 0, index = 0) out vec4 fragColor;
layout(location = 0, index = 1) out vec4 blendColor;
layout(binding = 0) uniform sampler2DArray textureSampler;
layout(binding = 1) uniform sampler2DArray emissionSampler;
layout(binding = 2) uniform sampler2DArray reflectivityAndAbsorptionSampler;
layout(binding = 4) uniform samplerCube reflectionMap;
layout(binding = 5) uniform sampler2D depthTexture;
uniform float reflectionMapSize;
uniform float contrast;
layout(location = 3) uniform ivec3 playerPositionInteger;
layout(location = 4) uniform vec3 playerPositionFraction;
uniform ivec3 playerPositionInteger;
uniform vec3 playerPositionFraction;
layout(location = 5) uniform float reflectionMapSize;
layout(location = 6) uniform float contrast;
layout(location = 0, index = 0) out vec4 fragColor;
layout(location = 0, index = 1) out vec4 blendColor;
layout(location = 8) uniform float zNear;
layout(location = 9) uniform float zFar;
struct Fog {
vec3 color;
@ -34,6 +36,8 @@ struct Fog {
float fogHigher;
};
layout(location = 10) uniform Fog fog;
layout(std430, binding = 1) buffer _animatedTexture
{
float animatedTexture[];
@ -55,11 +59,6 @@ float lightVariation(vec3 normal) {
return baseLighting + dot(normal, directionalPart);
}
uniform float zNear;
uniform float zFar;
uniform Fog fog;
vec3 unpackColor(uint color) {
return vec3(
color>>16 & 255u,

View File

@ -8,12 +8,16 @@ layout(location = 1) flat in vec3[4] directions;
layout(binding = 3) uniform sampler2D color;
layout(binding = 4) uniform sampler2D depthTexture;
uniform float zNear;
uniform float zFar;
uniform vec2 tanXY;
layout(binding = 5) uniform sampler2D bloomColor;
layout(location = 1) uniform vec2 tanXY;
layout(location = 2) uniform float zNear;
layout(location = 3) uniform float zFar;
layout(location = 4) uniform ivec3 playerPositionInteger;
layout(location = 5) uniform vec3 playerPositionFraction;
struct Fog {
vec3 color;
float density;
@ -21,10 +25,7 @@ struct Fog {
float fogHigher;
};
uniform Fog fog;
uniform ivec3 playerPositionInteger;
uniform vec3 playerPositionFraction;
layout(location = 6) uniform Fog fog;
float zFromDepth(float depthBufferValue) {
return zNear*zFar/(depthBufferValue*(zNear - zFar) + zFar);

View File

@ -5,8 +5,8 @@ layout(location = 0) in vec2 inTexCoords;
layout(location = 0) out vec2 texCoords;
layout(location = 1) flat out vec3[4] directions;
uniform mat4 invViewMatrix;
uniform vec2 tanXY;
layout(location = 0) uniform mat4 invViewMatrix;
layout(location = 1) uniform vec2 tanXY;
void main() {
directions[0] = (invViewMatrix * vec4(1*tanXY.x, 1, 1*tanXY.y, 0)).xyz;

View File

@ -9,7 +9,7 @@ layout(location = 0) out vec4 fragColor;
layout(binding = 0) uniform sampler2D textureSampler;
uniform float contrast;
layout(location = 5) uniform float contrast;
float lightVariation(vec3 normal) {
const vec3 directionalPart = vec3(0, contrast/2, contrast);

View File

@ -5,11 +5,11 @@ layout(location = 1) out vec3 mvVertexPos;
layout(location = 2) out vec3 outLight;
layout(location = 3) flat out vec3 normal;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 ambientLight;
uniform vec3 directionalLight;
uniform uint light;
layout(location = 0) uniform mat4 projectionMatrix;
layout(location = 1) uniform mat4 viewMatrix;
layout(location = 2) uniform vec3 ambientLight;
layout(location = 3) uniform vec3 directionalLight;
layout(location = 4) uniform uint light;
struct QuadInfo {
vec3 normal;

View File

@ -4,10 +4,10 @@ layout(location = 0) in vec3 coords;
layout(location = 0) out vec4 fragColor;
uniform vec3 normalVector;
uniform vec3 upVector;
uniform vec3 rightVector;
uniform float frequency;
layout(location = 1) uniform vec3 normalVector;
layout(location = 2) uniform vec3 upVector;
layout(location = 3) uniform vec3 rightVector;
layout(location = 4) uniform float frequency;
ivec3 random3to3(ivec3 v) {
v &= 15;

View File

@ -4,7 +4,7 @@ layout(location = 0) in vec2 inTexCoords;
layout(location = 0) out vec3 coords;
uniform float reflectionMapSize;
layout(location = 0) uniform float reflectionMapSize;
void main() {
coords = vec3((inTexCoords*2 - vec2(1, 1))*(reflectionMapSize + 1)/reflectionMapSize, 1);

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@ -5,14 +5,12 @@ layout(location = 0) in vec2 vertex_pos;
layout(location = 0) out vec2 unitPosition;
layout(location = 1) flat out vec4 color;
//in pixel
uniform vec2 center;
uniform float radius;
uniform vec2 screen;
uniform int circleColor;
layout(location = 0) uniform vec2 center;
layout(location = 1) uniform float radius;
layout(location = 2) uniform vec2 screen;
layout(location = 3) uniform int circleColor;
void main() {
// Convert to opengl coordinates:

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@ -6,13 +6,13 @@ layout(location = 0) out vec2 uv;
layout(location = 1) flat out vec4 fColor;
//in pixel
uniform vec2 start;
uniform vec2 size;
uniform vec2 screen;
uniform vec2 uvOffset;
uniform vec2 uvDim;
layout(location = 0) uniform vec2 start;
layout(location = 1) uniform vec2 size;
layout(location = 2) uniform vec2 screen;
layout(location = 3) uniform vec2 uvOffset;
layout(location = 4) uniform vec2 uvDim;
uniform int color;
layout(location = 5) uniform int color;
void main() {
// Convert to opengl coordinates:

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@ -5,11 +5,11 @@ layout(location = 0) in vec2 vertex_pos;
layout(location = 0) flat out vec4 color;
//in pixel
uniform vec2 start;
uniform vec2 direction;
uniform vec2 screen;
layout(location = 0) uniform vec2 start;
layout(location = 1) uniform vec2 direction;
layout(location = 2) uniform vec2 screen;
uniform int lineColor;
layout(location = 3) uniform int lineColor;
void main() {
// Convert to opengl coordinates:

View File

@ -5,11 +5,11 @@ layout(location = 0) in vec2 vertex_pos;
layout(location = 0) flat out vec4 color;
//in pixel
uniform vec2 start;
uniform vec2 size;
uniform vec2 screen;
layout(location = 0) uniform vec2 start;
layout(location = 1) uniform vec2 size;
layout(location = 2) uniform vec2 screen;
uniform int rectColor;
layout(location = 3) uniform int rectColor;
void main() {
// Convert to opengl coordinates:

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@ -5,12 +5,12 @@ layout(location = 0) in vec4 vertex_pos;
layout(location = 0) flat out vec4 color;
//in pixel
uniform vec2 start;
uniform vec2 size;
uniform vec2 screen;
uniform float lineWidth;
layout(location = 0) uniform vec2 start;
layout(location = 1) uniform vec2 size;
layout(location = 2) uniform vec2 screen;
layout(location = 3) uniform float lineWidth;
uniform int rectColor;
layout(location = 4) uniform int rectColor;
void main() {
// Convert to opengl coordinates:

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@ -8,12 +8,12 @@ layout(location = 1) flat in vec4 color;
layout(binding = 0) uniform sampler2D textureSampler;
// in pixels
uniform vec4 texture_rect;
uniform vec2 scene;
uniform vec2 fontSize;
uniform vec2 offset;
uniform float ratio;
uniform int fontEffects;
layout(location = 0) uniform vec4 texture_rect;
layout(location = 1) uniform vec2 scene;
layout(location = 2) uniform vec2 offset;
layout(location = 3) uniform float ratio;
layout(location = 4) uniform int fontEffects;
layout(location = 6) uniform vec2 fontSize;
vec2 convert2Proportional(vec2 original, vec2 full){
return vec2(original.x/full.x, original.y/full.y);

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@ -6,13 +6,13 @@ layout(location = 0) out vec2 frag_face_pos;
layout(location = 1) flat out vec4 color;
// in pixels
uniform vec4 texture_rect;
uniform vec2 scene;
uniform vec2 offset;
uniform float ratio;
uniform int fontEffects;
layout(location = 0) uniform vec4 texture_rect;
layout(location = 1) uniform vec2 scene;
layout(location = 2) uniform vec2 offset;
layout(location = 3) uniform float ratio;
layout(location = 4) uniform int fontEffects;
uniform float alpha;
layout(location = 5) uniform float alpha;
vec2 convert2Proportional(vec2 original, vec2 full) {
return vec2(original.x/full.x, original.y/full.y);

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@ -2,7 +2,7 @@
layout(location = 0) out vec4 frag_color;
uniform vec3 lineColor;
layout(location = 5) uniform vec3 lineColor;
void main() {
frag_color = vec4(lineColor, 1);

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@ -1,11 +1,11 @@
#version 460
//in pixel
uniform vec2 start;
uniform vec2 dimension;
uniform vec2 screen;
uniform int points;
uniform int offset;
layout(location = 0) uniform vec2 start;
layout(location = 1) uniform vec2 dimension;
layout(location = 2) uniform vec2 screen;
layout(location = 3) uniform int points;
layout(location = 4) uniform int offset;
layout(std430, binding = 5) buffer _data
{

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@ -18,12 +18,13 @@ layout(binding = 1) uniform sampler2DArray emissionSampler;
layout(binding = 2) uniform sampler2DArray reflectivityAndAbsorptionSampler;
layout(binding = 4) uniform samplerCube reflectionMap;
uniform vec3 ambientLight;
uniform mat4 projectionMatrix;
uniform float sizeScale;
layout(location = 0) uniform mat4 projectionMatrix;
uniform float reflectionMapSize;
uniform float contrast;
layout(location = 5) uniform vec3 ambientLight;
layout(location = 7) uniform float sizeScale;
layout(location = 8) uniform float reflectionMapSize;
layout(location = 9) uniform float contrast;
const float[6] normalVariations = float[6](
1.0,

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@ -11,11 +11,11 @@ layout(location = 7) flat out int textureIndex;
layout(location = 8) flat out uvec3 lower;
layout(location = 9) flat out uvec3 upper;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
uniform int modelIndex;
uniform int block;
layout(location = 0) uniform mat4 projectionMatrix;
layout(location = 1) uniform mat4 viewMatrix;
layout(location = 2) uniform mat4 modelMatrix;
layout(location = 3) uniform int modelIndex;
layout(location = 4) uniform int block;
layout(std430, binding = 2) buffer _modelInfo
{

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@ -6,7 +6,7 @@ layout(location = 0) in vec2 texCoords;
layout(binding = 3) uniform sampler2D color;
uniform bool transparent;
layout(location = 0) uniform bool transparent;
void main() {
fragColor = texture(color, texCoords);

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@ -1,5 +1,9 @@
#version 460
layout(location = 0) out vec3 pos;
layout(location = 1) out flat vec3 centerPos;
layout(location = 2) out flat vec3 color;
struct star {
vec4 vertexPositions[3];
@ -13,12 +17,8 @@ layout (std430, binding = 12) buffer _starBuffer {
star starData[];
};
uniform mat4 mvp;
uniform float starOpacity;
layout(location = 0) out vec3 pos;
layout(location = 1) out flat vec3 centerPos;
layout(location = 2) out flat vec3 color;
layout(location = 0) uniform mat4 mvp;
layout(location = 1) uniform float starOpacity;
void main() {
gl_Position = mvp*vec4(starData[gl_VertexID/3].vertexPositions[gl_VertexID%3].xyz, 1);

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@ -7,7 +7,7 @@ layout(location = 1) flat in vec4 fColor;
layout(binding = 0) uniform sampler2D image;
uniform float scale;
layout(location = 4) uniform float scale;
void main() {
frag_color = texture(image, (gl_FragCoord.xy - startCoord)/(2*scale)/textureSize(image, 0));

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@ -6,11 +6,11 @@ layout(location = 0) out vec2 startCoord;
layout(location = 1) flat out vec4 fColor;
//in pixel
uniform vec2 start;
uniform vec2 size;
uniform vec2 screen;
layout(location = 0) uniform vec2 start;
layout(location = 1) uniform vec2 size;
layout(location = 2) uniform vec2 screen;
uniform int color;
layout(location = 3) uniform int color;
void main() {
// Convert to opengl coordinates:

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@ -6,10 +6,11 @@ layout(location = 0) flat in vec2 startCoord;
layout(location = 1) flat in vec2 endCoord;
layout(location = 2) flat in vec4 fColor;
uniform vec2 start;
uniform vec2 size;
uniform float scale;
uniform vec2 effectLength;
layout(location = 0) uniform vec2 start;
layout(location = 1) uniform vec2 size;
layout(location = 4) uniform float scale;
layout(location = 5) uniform vec2 effectLength;
void main() {
vec2 distanceToBorder = min(gl_FragCoord.xy - startCoord, endCoord - gl_FragCoord.xy)/effectLength/scale;

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@ -7,11 +7,11 @@ layout(location = 1) flat out vec2 endCoord;
layout(location = 2) flat out vec4 fColor;
//in pixel
uniform vec2 start;
uniform vec2 size;
uniform vec2 screen;
layout(location = 0) uniform vec2 start;
layout(location = 1) uniform vec2 size;
layout(location = 2) uniform vec2 screen;
uniform int color;
layout(location = 3) uniform int color;
void main() {
// Convert to opengl coordinates: