mirror of
https://github.com/PixelGuys/Cubyz.git
synced 2025-08-03 03:06:55 -04:00
Specify the location of all shader in/out parameters.
also normalized the version and layout formatting progress towards #1376
This commit is contained in:
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@ -1,4 +1,4 @@
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#version 430
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#version 460
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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@ -1,8 +1,8 @@
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#version 330
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#version 460
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layout(location = 0) out vec4 fragColor;
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in vec2 outTexCoords;
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layout(location = 0) in vec2 outTexCoords;
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uniform sampler2D image;
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@ -1,9 +1,9 @@
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#version 330
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#version 460
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layout(location = 0) in vec3 vertexPos;
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layout(location = 1) in vec2 texCoords;
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out vec2 outTexCoords;
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layout(location = 0) out vec2 outTexCoords;
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uniform mat4 viewMatrix;
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uniform mat4 projectionMatrix;
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@ -1,6 +1,6 @@
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#version 430
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#version 460
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in vec3 mvVertexPos;
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layout(location = 0) in vec3 mvVertexPos;
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layout(location = 0) out vec4 fragColor;
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@ -1,8 +1,8 @@
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#version 430
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#version 460
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layout(location = 0) in vec3 position;
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out vec3 mvVertexPos;
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layout(location = 0) out vec3 mvVertexPos;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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@ -1,10 +1,10 @@
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#version 430
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#version 460
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layout(location = 0) out vec4 fragColor;
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in vec2 texCoords;
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in vec2 normalizedTexCoords;
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in vec3 direction;
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layout(location = 0) in vec2 texCoords;
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layout(location = 1) in vec2 normalizedTexCoords;
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layout(location = 2) in vec3 direction;
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layout(binding = 3) uniform sampler2D color;
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@ -1,10 +1,10 @@
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#version 430
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#version 460
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layout(location = 0) in vec2 inTexCoords;
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out vec2 texCoords;
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out vec2 normalizedTexCoords;
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out vec3 direction;
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layout(location = 0) out vec2 texCoords;
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layout(location = 1) out vec2 normalizedTexCoords;
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layout(location = 2) out vec3 direction;
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layout(binding = 3) uniform sampler2D color;
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@ -1,8 +1,8 @@
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#version 430
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#version 460
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layout(location = 0) out vec4 fragColor;
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in vec2 texCoords;
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layout(location = 0) in vec2 texCoords;
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layout(binding = 3) uniform sampler2D color;
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@ -1,8 +1,8 @@
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#version 430
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#version 460
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layout(location = 0) in vec2 inTexCoords;
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out vec2 texCoords;
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layout(location = 0) out vec2 texCoords;
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void main() {
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texCoords = inTexCoords;
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@ -1,8 +1,8 @@
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#version 430
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#version 460
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layout(location = 0) out vec4 fragColor;
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in vec2 texCoords;
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layout(location = 0) in vec2 texCoords;
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layout(binding = 3) uniform sampler2D color;
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#version 430
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#version 460
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layout(location = 0) in vec2 inTexCoords;
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out vec2 texCoords;
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layout(location = 0) out vec2 texCoords;
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void main() {
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texCoords = inTexCoords;
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@ -1,15 +1,15 @@
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#version 430
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#version 460
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in vec3 mvVertexPos;
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in vec3 direction;
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in vec3 light;
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in vec2 uv;
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flat in vec3 normal;
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flat in int textureIndex;
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flat in int isBackFace;
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flat in int ditherSeed;
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flat in float distanceForLodCheck;
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flat in int opaqueInLod;
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layout(location = 0) in vec3 mvVertexPos;
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layout(location = 1) in vec3 direction;
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layout(location = 2) in vec3 light;
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layout(location = 3) in vec2 uv;
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layout(location = 4) flat in vec3 normal;
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layout(location = 5) flat in int textureIndex;
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layout(location = 6) flat in int isBackFace;
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layout(location = 7) flat in int ditherSeed;
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layout(location = 8) flat in float distanceForLodCheck;
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layout(location = 9) flat in int opaqueInLod;
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uniform sampler2DArray texture_sampler;
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uniform sampler2DArray emissionSampler;
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#version 460
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out vec3 mvVertexPos;
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out vec3 direction;
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out vec3 light;
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out vec2 uv;
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flat out vec3 normal;
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flat out int textureIndex;
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flat out int isBackFace;
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flat out int ditherSeed;
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flat out float distanceForLodCheck;
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flat out int opaqueInLod;
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layout(location = 0) out vec3 mvVertexPos;
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layout(location = 1) out vec3 direction;
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layout(location = 2) out vec3 light;
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layout(location = 3) out vec2 uv;
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layout(location = 4) flat out vec3 normal;
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layout(location = 5) flat out int textureIndex;
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layout(location = 6) flat out int isBackFace;
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layout(location = 7) flat out int ditherSeed;
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layout(location = 8) flat out float distanceForLodCheck;
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layout(location = 9) flat out int opaqueInLod;
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uniform vec3 ambientLight;
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uniform mat4 projectionMatrix;
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@ -1,4 +1,4 @@
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#version 430
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#version 460
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layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
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@ -2,7 +2,7 @@
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layout(early_fragment_tests) in;
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flat in uint chunkID;
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layout(location = 0) flat in uint chunkID;
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struct ChunkData {
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ivec4 position;
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#version 460
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flat out uint chunkID;
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layout(location = 0) flat out uint chunkID;
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struct ChunkData {
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ivec4 position;
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#version 430
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#version 460
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in vec3 mvVertexPos;
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in vec3 direction;
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in vec3 light;
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in vec2 uv;
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flat in vec3 normal;
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flat in int textureIndex;
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flat in int isBackFace;
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flat in int ditherSeed;
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flat in float distanceForLodCheck;
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flat in int opaqueInLod;
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layout(location = 0) in vec3 mvVertexPos;
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layout(location = 1) in vec3 direction;
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layout(location = 2) in vec3 light;
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layout(location = 3) in vec2 uv;
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layout(location = 4) flat in vec3 normal;
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layout(location = 5) flat in int textureIndex;
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layout(location = 6) flat in int isBackFace;
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layout(location = 7) flat in int ditherSeed;
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layout(location = 8) flat in float distanceForLodCheck;
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layout(location = 9) flat in int opaqueInLod;
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uniform sampler2DArray texture_sampler;
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uniform sampler2DArray emissionSampler;
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#version 430
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out vec4 fragColor;
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in vec2 texCoords;
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flat in vec3[4] directions;
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#version 460
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layout(location = 0) out vec4 fragColor;
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layout(location = 0) in vec2 texCoords;
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layout(location = 1) flat in vec3[4] directions;
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uniform sampler2D color;
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#version 430
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#version 460
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layout(location = 0) in vec2 inTexCoords;
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out vec2 texCoords;
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flat out vec3[4] directions;
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layout(location = 0) out vec2 texCoords;
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layout(location = 1) flat out vec3[4] directions;
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uniform mat4 invViewMatrix;
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uniform vec2 tanXY;
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#version 430
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#version 460
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in vec2 outTexCoord;
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in vec3 mvVertexPos;
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in vec3 outLight;
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flat in vec3 normal;
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layout(location = 0) in vec2 outTexCoord;
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layout(location = 1) in vec3 mvVertexPos;
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layout(location = 2) in vec3 outLight;
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layout(location = 3) flat in vec3 normal;
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out vec4 fragColor;
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#version 430
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#version 460
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out vec2 outTexCoord;
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out vec3 mvVertexPos;
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out vec3 outLight;
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flat out vec3 normal;
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layout(location = 0) out vec2 outTexCoord;
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layout(location = 1) out vec3 mvVertexPos;
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layout(location = 2) out vec3 outLight;
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layout(location = 3) flat out vec3 normal;
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uniform mat4 projectionMatrix;
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uniform mat4 viewMatrix;
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#version 430
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#version 460
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in vec3 coords;
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layout(location = 0) in vec3 coords;
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out vec4 fragColor;
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layout(location = 0) out vec4 fragColor;
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uniform vec3 normalVector;
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uniform vec3 upVector;
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#version 430
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#version 460
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layout(location = 0) in vec2 inTexCoords;
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out vec3 coords;
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layout(location = 0) out vec3 coords;
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uniform float reflectionMapSize;
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#version 330
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#version 460
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layout(location = 0) out vec4 frag_color;
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flat in vec4 color;
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in vec2 unitPosition;
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layout(location = 0) in vec2 unitPosition;
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layout(location = 1) flat in vec4 color;
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// Like smooth step, but with linear interpolation instead of s-curve.
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float linearstep(float edge0, float edge1, float x) {
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#version 330 core
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#version 460
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layout(location = 0) in vec2 vertex_pos;
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flat out vec4 color;
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out vec2 unitPosition;
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layout(location = 0) out vec2 unitPosition;
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layout(location = 1) flat out vec4 color;
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//in pixel
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#version 330
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#version 460
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layout(location = 0) out vec4 frag_color;
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uniform sampler2D image;
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flat in vec4 fColor;
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in vec2 uv;
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layout(location = 0) in vec2 uv;
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layout(location = 1) flat in vec4 fColor;
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void main() {
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frag_color = texture(image, uv)*fColor;
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#version 330 core
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#version 460
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layout(location = 0) in vec2 vertex_pos;
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out vec2 uv;
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flat out vec4 fColor;
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layout(location = 0) out vec2 uv;
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layout(location = 1) flat out vec4 fColor;
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//in pixel
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uniform vec2 start;
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#version 330
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#version 460
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layout(location = 0) out vec4 frag_color;
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flat in vec4 color;
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layout(location = 0) flat in vec4 color;
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uniform sampler2D texture_sampler;
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#version 330 core
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#version 460
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layout(location = 0) in vec2 vertex_pos;
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flat out vec4 color;
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layout(location = 0) flat out vec4 color;
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//in pixel
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#version 330
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#version 460
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layout(location = 0) out vec4 frag_color;
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flat in vec4 color;
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layout(location = 0) flat in vec4 color;
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void main() {
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frag_color = color;
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#version 330 core
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#version 460
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layout(location = 0) in vec2 vertex_pos;
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flat out vec4 color;
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layout(location = 0) flat out vec4 color;
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//in pixel
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uniform vec2 start;
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@ -12,7 +11,6 @@ uniform vec2 screen;
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uniform int rectColor;
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void main() {
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// Convert to opengl coordinates:
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vec2 position_percentage = (start + vertex_pos*size)/screen;
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#version 330
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#version 460
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layout(location = 0) out vec4 frag_color;
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flat in vec4 color;
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layout(location = 0) flat in vec4 color;
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void main(){
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frag_color = color;
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#version 330 core
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#version 460
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layout(location = 0) in vec4 vertex_pos;
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flat out vec4 color;
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layout(location = 0) flat out vec4 color;
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//in pixel
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uniform vec2 start;
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@ -13,7 +12,6 @@ uniform float lineWidth;
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uniform int rectColor;
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void main() {
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// Convert to opengl coordinates:
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vec2 position_percentage = (start + vertex_pos.xy*size + vertex_pos.zw*lineWidth)/screen;
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#version 330
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#version 460
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layout(location = 0) out vec4 frag_color;
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in vec2 frag_face_pos;
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flat in vec4 color;
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layout(location = 0) in vec2 frag_face_pos;
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layout(location = 1) flat in vec4 color;
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uniform sampler2D texture_sampler;
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#version 330
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#version 460
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layout(location = 0) in vec2 face_pos;
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out vec2 frag_face_pos;
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flat out vec4 color;
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layout(location = 0) out vec2 frag_face_pos;
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layout(location = 1) flat out vec4 color;
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// in pixels
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uniform vec4 texture_rect;
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@ -15,7 +14,6 @@ uniform int fontEffects;
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uniform float alpha;
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vec2 convert2Proportional(vec2 original, vec2 full) {
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return vec2(original.x/full.x, original.y/full.y);
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}
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#version 430
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#version 460
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layout(location = 0) out vec4 frag_color;
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#version 430 core
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#version 460
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//in pixel
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uniform vec2 start;
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#version 430
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#version 460
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in vec3 startPosition;
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in vec3 direction;
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in vec3 cameraSpacePos;
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in vec2 uv;
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flat in int faceNormalIndex;
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flat in vec3 faceNormal;
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flat in int voxelModel;
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flat in int textureIndex;
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flat in uvec3 lower;
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flat in uvec3 upper;
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layout(location = 0) in vec3 startPosition;
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layout(location = 1) in vec3 direction;
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layout(location = 2) in vec3 cameraSpacePos;
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layout(location = 3) in vec2 uv;
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layout(location = 4) flat in int faceNormalIndex;
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layout(location = 5) flat in vec3 faceNormal;
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layout(location = 6) flat in int voxelModel;
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layout(location = 7) flat in int textureIndex;
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layout(location = 8) flat in uvec3 lower;
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layout(location = 9) flat in uvec3 upper;
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layout(location = 0) out vec4 fragColor;
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#version 430
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#version 460
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out vec3 startPosition;
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out vec3 direction;
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out vec3 cameraSpacePos;
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out vec2 uv;
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flat out int faceNormalIndex;
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flat out vec3 faceNormal;
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flat out int voxelModel;
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flat out int textureIndex;
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flat out uvec3 lower;
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flat out uvec3 upper;
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layout(location = 0) out vec3 startPosition;
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layout(location = 1) out vec3 direction;
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layout(location = 2) out vec3 cameraSpacePos;
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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;
|
||||
|
@ -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;
|
||||
|
@ -1,8 +1,8 @@
|
||||
#version 430
|
||||
#version 460
|
||||
|
||||
layout(location = 0) in vec2 inTexCoords;
|
||||
|
||||
out vec2 texCoords;
|
||||
layout(location = 0) out vec2 texCoords;
|
||||
|
||||
void main() {
|
||||
texCoords = inTexCoords;
|
||||
|
@ -1,8 +1,8 @@
|
||||
#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;
|
||||
|
||||
|
@ -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);
|
||||
|
@ -1,10 +1,10 @@
|
||||
#version 330
|
||||
#version 460
|
||||
|
||||
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;
|
||||
|
||||
|
@ -1,9 +1,9 @@
|
||||
#version 330 core
|
||||
#version 460
|
||||
|
||||
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;
|
||||
|
@ -1,10 +1,10 @@
|
||||
#version 330
|
||||
#version 460
|
||||
|
||||
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;
|
||||
|
@ -1,10 +1,10 @@
|
||||
#version 330 core
|
||||
#version 460
|
||||
|
||||
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;
|
||||
|
Loading…
x
Reference in New Issue
Block a user