diff --git a/assets/cubyz/shaders/animation_pre_processing.glsl b/assets/cubyz/shaders/animation_pre_processing.glsl index 00d43ed5..4397bdcd 100644 --- a/assets/cubyz/shaders/animation_pre_processing.glsl +++ b/assets/cubyz/shaders/animation_pre_processing.glsl @@ -1,6 +1,6 @@ -#version 430 +#version 460 -layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in; +layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; struct AnimationData { uint startFrame; diff --git a/assets/cubyz/shaders/background/fragment.fs b/assets/cubyz/shaders/background/fragment.fs index 53b72ec9..7db92396 100644 --- a/assets/cubyz/shaders/background/fragment.fs +++ b/assets/cubyz/shaders/background/fragment.fs @@ -1,8 +1,8 @@ -#version 330 +#version 460 -layout (location=0) out vec4 fragColor; +layout(location = 0) out vec4 fragColor; -in vec2 outTexCoords; +layout(location = 0) in vec2 outTexCoords; uniform sampler2D image; diff --git a/assets/cubyz/shaders/background/vertex.vs b/assets/cubyz/shaders/background/vertex.vs index f217c19d..9041bddc 100644 --- a/assets/cubyz/shaders/background/vertex.vs +++ b/assets/cubyz/shaders/background/vertex.vs @@ -1,9 +1,9 @@ -#version 330 +#version 460 -layout (location=0) in vec3 vertexPos; -layout (location=1) in vec2 texCoords; +layout(location = 0) in vec3 vertexPos; +layout(location = 1) in vec2 texCoords; -out vec2 outTexCoords; +layout(location = 0) out vec2 outTexCoords; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; diff --git a/assets/cubyz/shaders/block_selection_fragment.fs b/assets/cubyz/shaders/block_selection_fragment.fs index f212820d..9ce1b55b 100644 --- a/assets/cubyz/shaders/block_selection_fragment.fs +++ b/assets/cubyz/shaders/block_selection_fragment.fs @@ -1,6 +1,6 @@ -#version 430 +#version 460 -in vec3 mvVertexPos; +layout(location = 0) in vec3 mvVertexPos; layout(location = 0) out vec4 fragColor; diff --git a/assets/cubyz/shaders/block_selection_vertex.vs b/assets/cubyz/shaders/block_selection_vertex.vs index 5a6389f5..668fd756 100644 --- a/assets/cubyz/shaders/block_selection_vertex.vs +++ b/assets/cubyz/shaders/block_selection_vertex.vs @@ -1,8 +1,8 @@ -#version 430 +#version 460 -layout (location=0) in vec3 position; +layout(location = 0) in vec3 position; -out vec3 mvVertexPos; +layout(location = 0) out vec3 mvVertexPos; uniform mat4 projectionMatrix; uniform mat4 viewMatrix; diff --git a/assets/cubyz/shaders/bloom/color_extractor_downsample.fs b/assets/cubyz/shaders/bloom/color_extractor_downsample.fs index 3c8f7c41..938a9f62 100644 --- a/assets/cubyz/shaders/bloom/color_extractor_downsample.fs +++ b/assets/cubyz/shaders/bloom/color_extractor_downsample.fs @@ -1,10 +1,10 @@ -#version 430 +#version 460 -layout(location=0) out vec4 fragColor; +layout(location = 0) out vec4 fragColor; -in vec2 texCoords; -in vec2 normalizedTexCoords; -in vec3 direction; +layout(location = 0) in vec2 texCoords; +layout(location = 1) in vec2 normalizedTexCoords; +layout(location = 2) in vec3 direction; layout(binding = 3) uniform sampler2D color; diff --git a/assets/cubyz/shaders/bloom/color_extractor_downsample.vs b/assets/cubyz/shaders/bloom/color_extractor_downsample.vs index b99896a5..6ecdb34e 100644 --- a/assets/cubyz/shaders/bloom/color_extractor_downsample.vs +++ b/assets/cubyz/shaders/bloom/color_extractor_downsample.vs @@ -1,10 +1,10 @@ -#version 430 +#version 460 -layout (location=0) in vec2 inTexCoords; +layout(location = 0) in vec2 inTexCoords; -out vec2 texCoords; -out vec2 normalizedTexCoords; -out vec3 direction; +layout(location = 0) out vec2 texCoords; +layout(location = 1) out vec2 normalizedTexCoords; +layout(location = 2) out vec3 direction; layout(binding = 3) uniform sampler2D color; diff --git a/assets/cubyz/shaders/bloom/first_pass.fs b/assets/cubyz/shaders/bloom/first_pass.fs index c3ccb593..53dea85f 100644 --- a/assets/cubyz/shaders/bloom/first_pass.fs +++ b/assets/cubyz/shaders/bloom/first_pass.fs @@ -1,8 +1,8 @@ -#version 430 +#version 460 -layout(location=0) out vec4 fragColor; +layout(location = 0) out vec4 fragColor; -in vec2 texCoords; +layout(location = 0) in vec2 texCoords; layout(binding = 3) uniform sampler2D color; diff --git a/assets/cubyz/shaders/bloom/first_pass.vs b/assets/cubyz/shaders/bloom/first_pass.vs index 0ede31c2..e098cfc5 100644 --- a/assets/cubyz/shaders/bloom/first_pass.vs +++ b/assets/cubyz/shaders/bloom/first_pass.vs @@ -1,8 +1,8 @@ -#version 430 +#version 460 -layout (location=0) in vec2 inTexCoords; +layout(location = 0) in vec2 inTexCoords; -out vec2 texCoords; +layout(location = 0) out vec2 texCoords; void main() { texCoords = inTexCoords; diff --git a/assets/cubyz/shaders/bloom/second_pass.fs b/assets/cubyz/shaders/bloom/second_pass.fs index 255d40e0..6afa13b1 100644 --- a/assets/cubyz/shaders/bloom/second_pass.fs +++ b/assets/cubyz/shaders/bloom/second_pass.fs @@ -1,8 +1,8 @@ -#version 430 +#version 460 -layout(location=0) out vec4 fragColor; +layout(location = 0) out vec4 fragColor; -in vec2 texCoords; +layout(location = 0) in vec2 texCoords; layout(binding = 3) uniform sampler2D color; diff --git a/assets/cubyz/shaders/bloom/second_pass.vs b/assets/cubyz/shaders/bloom/second_pass.vs index 2bbe120b..e098cfc5 100644 --- a/assets/cubyz/shaders/bloom/second_pass.vs +++ b/assets/cubyz/shaders/bloom/second_pass.vs @@ -1,8 +1,8 @@ -#version 430 +#version 460 -layout(location=0) in vec2 inTexCoords; +layout(location = 0) in vec2 inTexCoords; -out vec2 texCoords; +layout(location = 0) out vec2 texCoords; void main() { texCoords = inTexCoords; diff --git a/assets/cubyz/shaders/chunks/chunk_fragment.fs b/assets/cubyz/shaders/chunks/chunk_fragment.fs index 77c3f4f2..e1139cea 100644 --- a/assets/cubyz/shaders/chunks/chunk_fragment.fs +++ b/assets/cubyz/shaders/chunks/chunk_fragment.fs @@ -1,15 +1,15 @@ -#version 430 +#version 460 -in vec3 mvVertexPos; -in vec3 direction; -in vec3 light; -in vec2 uv; -flat in vec3 normal; -flat in int textureIndex; -flat in int isBackFace; -flat in int ditherSeed; -flat in float distanceForLodCheck; -flat in int opaqueInLod; +layout(location = 0) in vec3 mvVertexPos; +layout(location = 1) in vec3 direction; +layout(location = 2) in vec3 light; +layout(location = 3) in vec2 uv; +layout(location = 4) flat in vec3 normal; +layout(location = 5) flat in int textureIndex; +layout(location = 6) flat in int isBackFace; +layout(location = 7) flat in int ditherSeed; +layout(location = 8) flat in float distanceForLodCheck; +layout(location = 9) flat in int opaqueInLod; uniform sampler2DArray texture_sampler; uniform sampler2DArray emissionSampler; diff --git a/assets/cubyz/shaders/chunks/chunk_vertex.vs b/assets/cubyz/shaders/chunks/chunk_vertex.vs index 09b35b5b..8c9395fc 100644 --- a/assets/cubyz/shaders/chunks/chunk_vertex.vs +++ b/assets/cubyz/shaders/chunks/chunk_vertex.vs @@ -1,15 +1,15 @@ #version 460 -out vec3 mvVertexPos; -out vec3 direction; -out vec3 light; -out vec2 uv; -flat out vec3 normal; -flat out int textureIndex; -flat out int isBackFace; -flat out int ditherSeed; -flat out float distanceForLodCheck; -flat out int opaqueInLod; +layout(location = 0) out vec3 mvVertexPos; +layout(location = 1) out vec3 direction; +layout(location = 2) out vec3 light; +layout(location = 3) out vec2 uv; +layout(location = 4) flat out vec3 normal; +layout(location = 5) flat out int textureIndex; +layout(location = 6) flat out int isBackFace; +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; diff --git a/assets/cubyz/shaders/chunks/fillIndirectBuffer.glsl b/assets/cubyz/shaders/chunks/fillIndirectBuffer.glsl index b7874531..eb945d39 100644 --- a/assets/cubyz/shaders/chunks/fillIndirectBuffer.glsl +++ b/assets/cubyz/shaders/chunks/fillIndirectBuffer.glsl @@ -1,6 +1,6 @@ -#version 430 +#version 460 -layout (local_size_x = 64, local_size_y = 1, local_size_z = 1) in; +layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; struct AnimationData { uint frames; diff --git a/assets/cubyz/shaders/chunks/occlusionTestFragment.fs b/assets/cubyz/shaders/chunks/occlusionTestFragment.fs index afab9fb6..106a8925 100644 --- a/assets/cubyz/shaders/chunks/occlusionTestFragment.fs +++ b/assets/cubyz/shaders/chunks/occlusionTestFragment.fs @@ -2,7 +2,7 @@ layout(early_fragment_tests) in; -flat in uint chunkID; +layout(location = 0) flat in uint chunkID; struct ChunkData { ivec4 position; diff --git a/assets/cubyz/shaders/chunks/occlusionTestVertex.vs b/assets/cubyz/shaders/chunks/occlusionTestVertex.vs index 31f1d92d..6e0a34a1 100644 --- a/assets/cubyz/shaders/chunks/occlusionTestVertex.vs +++ b/assets/cubyz/shaders/chunks/occlusionTestVertex.vs @@ -1,6 +1,6 @@ #version 460 -flat out uint chunkID; +layout(location = 0) flat out uint chunkID; struct ChunkData { ivec4 position; diff --git a/assets/cubyz/shaders/chunks/transparent_fragment.fs b/assets/cubyz/shaders/chunks/transparent_fragment.fs index 7086ad08..b36438ff 100644 --- a/assets/cubyz/shaders/chunks/transparent_fragment.fs +++ b/assets/cubyz/shaders/chunks/transparent_fragment.fs @@ -1,15 +1,15 @@ -#version 430 +#version 460 -in vec3 mvVertexPos; -in vec3 direction; -in vec3 light; -in vec2 uv; -flat in vec3 normal; -flat in int textureIndex; -flat in int isBackFace; -flat in int ditherSeed; -flat in float distanceForLodCheck; -flat in int opaqueInLod; +layout(location = 0) in vec3 mvVertexPos; +layout(location = 1) in vec3 direction; +layout(location = 2) in vec3 light; +layout(location = 3) in vec2 uv; +layout(location = 4) flat in vec3 normal; +layout(location = 5) flat in int textureIndex; +layout(location = 6) flat in int isBackFace; +layout(location = 7) flat in int ditherSeed; +layout(location = 8) flat in float distanceForLodCheck; +layout(location = 9) flat in int opaqueInLod; uniform sampler2DArray texture_sampler; uniform sampler2DArray emissionSampler; @@ -23,8 +23,8 @@ uniform vec3 playerPositionFraction; layout(binding = 5) uniform sampler2D depthTexture; -layout (location = 0, index = 0) out vec4 fragColor; -layout (location = 0, index = 1) out vec4 blendColor; +layout(location = 0, index = 0) out vec4 fragColor; +layout(location = 0, index = 1) out vec4 blendColor; struct Fog { vec3 color; diff --git a/assets/cubyz/shaders/deferred_render_pass.fs b/assets/cubyz/shaders/deferred_render_pass.fs index fa95734f..01bd9766 100644 --- a/assets/cubyz/shaders/deferred_render_pass.fs +++ b/assets/cubyz/shaders/deferred_render_pass.fs @@ -1,7 +1,9 @@ -#version 430 -out vec4 fragColor; -in vec2 texCoords; -flat in vec3[4] directions; +#version 460 + +layout(location = 0) out vec4 fragColor; + +layout(location = 0) in vec2 texCoords; +layout(location = 1) flat in vec3[4] directions; uniform sampler2D color; diff --git a/assets/cubyz/shaders/deferred_render_pass.vs b/assets/cubyz/shaders/deferred_render_pass.vs index dcdbd304..c16014d1 100644 --- a/assets/cubyz/shaders/deferred_render_pass.vs +++ b/assets/cubyz/shaders/deferred_render_pass.vs @@ -1,9 +1,9 @@ -#version 430 +#version 460 -layout (location=0) in vec2 inTexCoords; +layout(location = 0) in vec2 inTexCoords; -out vec2 texCoords; -flat out vec3[4] directions; +layout(location = 0) out vec2 texCoords; +layout(location = 1) flat out vec3[4] directions; uniform mat4 invViewMatrix; uniform vec2 tanXY; diff --git a/assets/cubyz/shaders/entity_fragment.fs b/assets/cubyz/shaders/entity_fragment.fs index 2b268441..a1afc5b2 100644 --- a/assets/cubyz/shaders/entity_fragment.fs +++ b/assets/cubyz/shaders/entity_fragment.fs @@ -1,9 +1,9 @@ -#version 430 +#version 460 -in vec2 outTexCoord; -in vec3 mvVertexPos; -in vec3 outLight; -flat in vec3 normal; +layout(location = 0) in vec2 outTexCoord; +layout(location = 1) in vec3 mvVertexPos; +layout(location = 2) in vec3 outLight; +layout(location = 3) flat in vec3 normal; out vec4 fragColor; diff --git a/assets/cubyz/shaders/entity_vertex.vs b/assets/cubyz/shaders/entity_vertex.vs index 7b3cf118..944aaa59 100644 --- a/assets/cubyz/shaders/entity_vertex.vs +++ b/assets/cubyz/shaders/entity_vertex.vs @@ -1,9 +1,9 @@ -#version 430 +#version 460 -out vec2 outTexCoord; -out vec3 mvVertexPos; -out vec3 outLight; -flat out vec3 normal; +layout(location = 0) out vec2 outTexCoord; +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; diff --git a/assets/cubyz/shaders/fake_reflection.fs b/assets/cubyz/shaders/fake_reflection.fs index b631860b..6cebd89a 100644 --- a/assets/cubyz/shaders/fake_reflection.fs +++ b/assets/cubyz/shaders/fake_reflection.fs @@ -1,8 +1,8 @@ -#version 430 +#version 460 -in vec3 coords; +layout(location = 0) in vec3 coords; -out vec4 fragColor; +layout(location = 0) out vec4 fragColor; uniform vec3 normalVector; uniform vec3 upVector; diff --git a/assets/cubyz/shaders/fake_reflection.vs b/assets/cubyz/shaders/fake_reflection.vs index 725d87f7..597e60bd 100644 --- a/assets/cubyz/shaders/fake_reflection.vs +++ b/assets/cubyz/shaders/fake_reflection.vs @@ -1,8 +1,8 @@ -#version 430 +#version 460 -layout (location=0) in vec2 inTexCoords; +layout(location = 0) in vec2 inTexCoords; -out vec3 coords; +layout(location = 0) out vec3 coords; uniform float reflectionMapSize; diff --git a/assets/cubyz/shaders/graphics/Circle.fs b/assets/cubyz/shaders/graphics/Circle.fs index 5ce637ac..93f07bbc 100644 --- a/assets/cubyz/shaders/graphics/Circle.fs +++ b/assets/cubyz/shaders/graphics/Circle.fs @@ -1,9 +1,9 @@ -#version 330 +#version 460 -layout (location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; -flat in vec4 color; -in vec2 unitPosition; +layout(location = 0) in vec2 unitPosition; +layout(location = 1) flat in vec4 color; // Like smooth step, but with linear interpolation instead of s-curve. float linearstep(float edge0, float edge1, float x) { diff --git a/assets/cubyz/shaders/graphics/Circle.vs b/assets/cubyz/shaders/graphics/Circle.vs index 80d712db..0e9ba5e7 100644 --- a/assets/cubyz/shaders/graphics/Circle.vs +++ b/assets/cubyz/shaders/graphics/Circle.vs @@ -1,9 +1,9 @@ -#version 330 core +#version 460 -layout (location=0) in vec2 vertex_pos; +layout(location = 0) in vec2 vertex_pos; -flat out vec4 color; -out vec2 unitPosition; +layout(location = 0) out vec2 unitPosition; +layout(location = 1) flat out vec4 color; //in pixel diff --git a/assets/cubyz/shaders/graphics/Image.fs b/assets/cubyz/shaders/graphics/Image.fs index 47b4e2f5..0046913e 100644 --- a/assets/cubyz/shaders/graphics/Image.fs +++ b/assets/cubyz/shaders/graphics/Image.fs @@ -1,10 +1,10 @@ -#version 330 +#version 460 -layout (location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; uniform sampler2D image; -flat in vec4 fColor; -in vec2 uv; +layout(location = 0) in vec2 uv; +layout(location = 1) flat in vec4 fColor; void main() { frag_color = texture(image, uv)*fColor; diff --git a/assets/cubyz/shaders/graphics/Image.vs b/assets/cubyz/shaders/graphics/Image.vs index 2cb80eed..f19ef26c 100644 --- a/assets/cubyz/shaders/graphics/Image.vs +++ b/assets/cubyz/shaders/graphics/Image.vs @@ -1,9 +1,9 @@ -#version 330 core +#version 460 -layout (location=0) in vec2 vertex_pos; +layout(location = 0) in vec2 vertex_pos; -out vec2 uv; -flat out vec4 fColor; +layout(location = 0) out vec2 uv; +layout(location = 1) flat out vec4 fColor; //in pixel uniform vec2 start; diff --git a/assets/cubyz/shaders/graphics/Line.fs b/assets/cubyz/shaders/graphics/Line.fs index df1e6f51..9deedff8 100644 --- a/assets/cubyz/shaders/graphics/Line.fs +++ b/assets/cubyz/shaders/graphics/Line.fs @@ -1,8 +1,8 @@ -#version 330 +#version 460 -layout (location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; -flat in vec4 color; +layout(location = 0) flat in vec4 color; uniform sampler2D texture_sampler; diff --git a/assets/cubyz/shaders/graphics/Line.vs b/assets/cubyz/shaders/graphics/Line.vs index f5708695..8e207ce6 100644 --- a/assets/cubyz/shaders/graphics/Line.vs +++ b/assets/cubyz/shaders/graphics/Line.vs @@ -1,8 +1,8 @@ -#version 330 core +#version 460 -layout (location=0) in vec2 vertex_pos; +layout(location = 0) in vec2 vertex_pos; -flat out vec4 color; +layout(location = 0) flat out vec4 color; //in pixel diff --git a/assets/cubyz/shaders/graphics/Rect.fs b/assets/cubyz/shaders/graphics/Rect.fs index 0bcc6342..caf0d527 100644 --- a/assets/cubyz/shaders/graphics/Rect.fs +++ b/assets/cubyz/shaders/graphics/Rect.fs @@ -1,9 +1,9 @@ -#version 330 +#version 460 -layout (location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; -flat in vec4 color; +layout(location = 0) flat in vec4 color; -void main(){ +void main() { frag_color = color; } diff --git a/assets/cubyz/shaders/graphics/Rect.vs b/assets/cubyz/shaders/graphics/Rect.vs index 70565f1c..3c0a61c9 100644 --- a/assets/cubyz/shaders/graphics/Rect.vs +++ b/assets/cubyz/shaders/graphics/Rect.vs @@ -1,9 +1,8 @@ -#version 330 core +#version 460 -layout (location=0) in vec2 vertex_pos; - -flat out vec4 color; +layout(location = 0) in vec2 vertex_pos; +layout(location = 0) flat out vec4 color; //in pixel uniform vec2 start; @@ -12,7 +11,6 @@ uniform vec2 screen; uniform int rectColor; - void main() { // Convert to opengl coordinates: vec2 position_percentage = (start + vertex_pos*size)/screen; diff --git a/assets/cubyz/shaders/graphics/RectBorder.fs b/assets/cubyz/shaders/graphics/RectBorder.fs index 0bcc6342..dd24cfeb 100644 --- a/assets/cubyz/shaders/graphics/RectBorder.fs +++ b/assets/cubyz/shaders/graphics/RectBorder.fs @@ -1,8 +1,8 @@ -#version 330 +#version 460 -layout (location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; -flat in vec4 color; +layout(location = 0) flat in vec4 color; void main(){ frag_color = color; diff --git a/assets/cubyz/shaders/graphics/RectBorder.vs b/assets/cubyz/shaders/graphics/RectBorder.vs index 10511586..7e0177fe 100644 --- a/assets/cubyz/shaders/graphics/RectBorder.vs +++ b/assets/cubyz/shaders/graphics/RectBorder.vs @@ -1,9 +1,8 @@ -#version 330 core +#version 460 -layout (location=0) in vec4 vertex_pos; - -flat out vec4 color; +layout(location = 0) in vec4 vertex_pos; +layout(location = 0) flat out vec4 color; //in pixel uniform vec2 start; @@ -13,7 +12,6 @@ uniform float lineWidth; uniform int rectColor; - void main() { // Convert to opengl coordinates: vec2 position_percentage = (start + vertex_pos.xy*size + vertex_pos.zw*lineWidth)/screen; diff --git a/assets/cubyz/shaders/graphics/Text.fs b/assets/cubyz/shaders/graphics/Text.fs index 55763498..5ade0499 100644 --- a/assets/cubyz/shaders/graphics/Text.fs +++ b/assets/cubyz/shaders/graphics/Text.fs @@ -1,9 +1,9 @@ -#version 330 +#version 460 -layout (location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; -in vec2 frag_face_pos; -flat in vec4 color; +layout(location = 0) in vec2 frag_face_pos; +layout(location = 1) flat in vec4 color; uniform sampler2D texture_sampler; diff --git a/assets/cubyz/shaders/graphics/Text.vs b/assets/cubyz/shaders/graphics/Text.vs index 0619c666..1add40e0 100644 --- a/assets/cubyz/shaders/graphics/Text.vs +++ b/assets/cubyz/shaders/graphics/Text.vs @@ -1,10 +1,9 @@ -#version 330 +#version 460 -layout (location=0) in vec2 face_pos; - -out vec2 frag_face_pos; -flat out vec4 color; +layout(location = 0) in vec2 face_pos; +layout(location = 0) out vec2 frag_face_pos; +layout(location = 1) flat out vec4 color; // in pixels uniform vec4 texture_rect; @@ -15,7 +14,6 @@ uniform int fontEffects; uniform float alpha; - vec2 convert2Proportional(vec2 original, vec2 full) { return vec2(original.x/full.x, original.y/full.y); } diff --git a/assets/cubyz/shaders/graphics/graph.fs b/assets/cubyz/shaders/graphics/graph.fs index 4ba19ab3..9fbe370f 100644 --- a/assets/cubyz/shaders/graphics/graph.fs +++ b/assets/cubyz/shaders/graphics/graph.fs @@ -1,6 +1,6 @@ -#version 430 +#version 460 -layout (location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; uniform vec3 lineColor; diff --git a/assets/cubyz/shaders/graphics/graph.vs b/assets/cubyz/shaders/graphics/graph.vs index 65654579..73a50cab 100644 --- a/assets/cubyz/shaders/graphics/graph.vs +++ b/assets/cubyz/shaders/graphics/graph.vs @@ -1,4 +1,4 @@ -#version 430 core +#version 460 //in pixel uniform vec2 start; diff --git a/assets/cubyz/shaders/item_drop.fs b/assets/cubyz/shaders/item_drop.fs index dc55d66e..3c55b4e5 100644 --- a/assets/cubyz/shaders/item_drop.fs +++ b/assets/cubyz/shaders/item_drop.fs @@ -1,15 +1,15 @@ -#version 430 +#version 460 -in vec3 startPosition; -in vec3 direction; -in vec3 cameraSpacePos; -in vec2 uv; -flat in int faceNormalIndex; -flat in vec3 faceNormal; -flat in int voxelModel; -flat in int textureIndex; -flat in uvec3 lower; -flat in uvec3 upper; +layout(location = 0) in vec3 startPosition; +layout(location = 1) in vec3 direction; +layout(location = 2) in vec3 cameraSpacePos; +layout(location = 3) in vec2 uv; +layout(location = 4) flat in int faceNormalIndex; +layout(location = 5) flat in vec3 faceNormal; +layout(location = 6) flat in int voxelModel; +layout(location = 7) flat in int textureIndex; +layout(location = 8) flat in uvec3 lower; +layout(location = 9) flat in uvec3 upper; layout(location = 0) out vec4 fragColor; diff --git a/assets/cubyz/shaders/item_drop.vs b/assets/cubyz/shaders/item_drop.vs index a8dd87ab..2b1a50ce 100644 --- a/assets/cubyz/shaders/item_drop.vs +++ b/assets/cubyz/shaders/item_drop.vs @@ -1,15 +1,15 @@ -#version 430 +#version 460 -out vec3 startPosition; -out vec3 direction; -out vec3 cameraSpacePos; -out vec2 uv; -flat out int faceNormalIndex; -flat out vec3 faceNormal; -flat out int voxelModel; -flat out int textureIndex; -flat out uvec3 lower; -flat out uvec3 upper; +layout(location = 0) out vec3 startPosition; +layout(location = 1) out vec3 direction; +layout(location = 2) out vec3 cameraSpacePos; +layout(location = 3) out vec2 uv; +layout(location = 4) flat out int faceNormalIndex; +layout(location = 5) flat out vec3 faceNormal; +layout(location = 6) flat out int voxelModel; +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; diff --git a/assets/cubyz/shaders/item_texture_post.fs b/assets/cubyz/shaders/item_texture_post.fs index 723e5dfc..94377be2 100644 --- a/assets/cubyz/shaders/item_texture_post.fs +++ b/assets/cubyz/shaders/item_texture_post.fs @@ -1,7 +1,8 @@ -#version 430 -out vec4 fragColor; +#version 460 -in vec2 texCoords; +layout(location = 0) out vec4 fragColor; + +layout(location = 0) in vec2 texCoords; uniform sampler2D color; uniform bool transparent; diff --git a/assets/cubyz/shaders/item_texture_post.vs b/assets/cubyz/shaders/item_texture_post.vs index 0ede31c2..e098cfc5 100644 --- a/assets/cubyz/shaders/item_texture_post.vs +++ b/assets/cubyz/shaders/item_texture_post.vs @@ -1,8 +1,8 @@ -#version 430 +#version 460 -layout (location=0) in vec2 inTexCoords; +layout(location = 0) in vec2 inTexCoords; -out vec2 texCoords; +layout(location = 0) out vec2 texCoords; void main() { texCoords = inTexCoords; diff --git a/assets/cubyz/shaders/skybox/star.fs b/assets/cubyz/shaders/skybox/star.fs index 9adea8b8..b9229f89 100644 --- a/assets/cubyz/shaders/skybox/star.fs +++ b/assets/cubyz/shaders/skybox/star.fs @@ -1,10 +1,10 @@ -#version 430 +#version 460 -in vec3 pos; -in flat vec3 centerPos; -in flat vec3 color; +layout(location = 0) in vec3 pos; +layout(location = 1) in flat vec3 centerPos; +layout(location = 2) in flat vec3 color; -layout (location = 0, index = 0) out vec4 fragColor; +layout(location = 0, index = 0) out vec4 fragColor; void main() { if (dot(pos - centerPos, pos - centerPos) > 1.0/12.0) diff --git a/assets/cubyz/shaders/skybox/star.vs b/assets/cubyz/shaders/skybox/star.vs index e32cc15b..77536bea 100644 --- a/assets/cubyz/shaders/skybox/star.vs +++ b/assets/cubyz/shaders/skybox/star.vs @@ -1,4 +1,4 @@ -#version 430 +#version 460 struct star { vec4 vertexPositions[3]; @@ -16,9 +16,9 @@ layout (std430, binding = 12) buffer _starBuffer { uniform mat4 mvp; uniform float starOpacity; -out vec3 pos; -out flat vec3 centerPos; -out flat vec3 color; +layout(location = 0) out vec3 pos; +layout(location = 1) out flat vec3 centerPos; +layout(location = 2) out flat vec3 color; void main() { gl_Position = mvp*vec4(starData[gl_VertexID/3].vertexPositions[gl_VertexID%3].xyz, 1); diff --git a/assets/cubyz/shaders/ui/button.fs b/assets/cubyz/shaders/ui/button.fs index cdbab463..8ddac775 100644 --- a/assets/cubyz/shaders/ui/button.fs +++ b/assets/cubyz/shaders/ui/button.fs @@ -1,10 +1,10 @@ -#version 330 +#version 460 -layout (location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; uniform sampler2D image; -flat in vec4 fColor; -in vec2 startCoord; +layout(location = 0) in vec2 startCoord; +layout(location = 1) flat in vec4 fColor; uniform float scale; diff --git a/assets/cubyz/shaders/ui/button.vs b/assets/cubyz/shaders/ui/button.vs index 8a543e79..1303c067 100644 --- a/assets/cubyz/shaders/ui/button.vs +++ b/assets/cubyz/shaders/ui/button.vs @@ -1,9 +1,9 @@ -#version 330 core +#version 460 -layout (location=0) in vec2 vertex_pos; +layout(location = 0) in vec2 vertex_pos; -out vec2 startCoord; -flat out vec4 fColor; +layout(location = 0) out vec2 startCoord; +layout(location = 1) flat out vec4 fColor; //in pixel uniform vec2 start; diff --git a/assets/cubyz/shaders/ui/window_border.fs b/assets/cubyz/shaders/ui/window_border.fs index 0d9dfa1f..068efac3 100644 --- a/assets/cubyz/shaders/ui/window_border.fs +++ b/assets/cubyz/shaders/ui/window_border.fs @@ -1,10 +1,10 @@ -#version 330 +#version 460 -layout (location=0) out vec4 frag_color; +layout(location = 0) out vec4 frag_color; -flat in vec4 fColor; -flat in vec2 startCoord; -flat in vec2 endCoord; +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; diff --git a/assets/cubyz/shaders/ui/window_border.vs b/assets/cubyz/shaders/ui/window_border.vs index 82325467..0f019321 100644 --- a/assets/cubyz/shaders/ui/window_border.vs +++ b/assets/cubyz/shaders/ui/window_border.vs @@ -1,10 +1,10 @@ -#version 330 core +#version 460 -layout (location=0) in vec2 vertex_pos; +layout(location = 0) in vec2 vertex_pos; -flat out vec2 startCoord; -flat out vec2 endCoord; -flat out vec4 fColor; +layout(location = 0) flat out vec2 startCoord; +layout(location = 1) flat out vec2 endCoord; +layout(location = 2) flat out vec4 fColor; //in pixel uniform vec2 start;