Specify the location of all shader in/out parameters.

also normalized the version and layout formatting
progress towards #1376
This commit is contained in:
IntegratedQuantum 2025-05-02 14:53:57 +02:00
parent 86e0a9ae4b
commit 9898db654b
47 changed files with 202 additions and 205 deletions

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@ -1,4 +1,4 @@
#version 430
#version 460
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@ -1,8 +1,8 @@
#version 330
#version 460
layout(location = 0) out vec4 fragColor;
in vec2 outTexCoords;
layout(location = 0) in vec2 outTexCoords;
uniform sampler2D image;

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@ -1,9 +1,9 @@
#version 330
#version 460
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;

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@ -1,6 +1,6 @@
#version 430
#version 460
in vec3 mvVertexPos;
layout(location = 0) in vec3 mvVertexPos;
layout(location = 0) out vec4 fragColor;

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@ -1,8 +1,8 @@
#version 430
#version 460
layout(location = 0) in vec3 position;
out vec3 mvVertexPos;
layout(location = 0) out vec3 mvVertexPos;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;

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@ -1,10 +1,10 @@
#version 430
#version 460
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;

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@ -1,10 +1,10 @@
#version 430
#version 460
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;

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@ -1,8 +1,8 @@
#version 430
#version 460
layout(location = 0) out vec4 fragColor;
in vec2 texCoords;
layout(location = 0) in vec2 texCoords;
layout(binding = 3) uniform sampler2D color;

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@ -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;

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@ -1,8 +1,8 @@
#version 430
#version 460
layout(location = 0) out vec4 fragColor;
in vec2 texCoords;
layout(location = 0) in vec2 texCoords;
layout(binding = 3) uniform sampler2D color;

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@ -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;

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@ -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;

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@ -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;

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@ -1,4 +1,4 @@
#version 430
#version 460
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@ -2,7 +2,7 @@
layout(early_fragment_tests) in;
flat in uint chunkID;
layout(location = 0) flat in uint chunkID;
struct ChunkData {
ivec4 position;

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@ -1,6 +1,6 @@
#version 460
flat out uint chunkID;
layout(location = 0) flat out uint chunkID;
struct ChunkData {
ivec4 position;

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@ -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;

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@ -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;

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@ -1,9 +1,9 @@
#version 430
#version 460
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;

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@ -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;

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@ -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;

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@ -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;

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@ -1,8 +1,8 @@
#version 430
#version 460
layout(location = 0) in vec2 inTexCoords;
out vec3 coords;
layout(location = 0) out vec3 coords;
uniform float reflectionMapSize;

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@ -1,9 +1,9 @@
#version 330
#version 460
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) {

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@ -1,9 +1,9 @@
#version 330 core
#version 460
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

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@ -1,10 +1,10 @@
#version 330
#version 460
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;

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@ -1,9 +1,9 @@
#version 330 core
#version 460
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;

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@ -1,8 +1,8 @@
#version 330
#version 460
layout(location = 0) out vec4 frag_color;
flat in vec4 color;
layout(location = 0) flat in vec4 color;
uniform sampler2D texture_sampler;

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@ -1,8 +1,8 @@
#version 330 core
#version 460
layout(location = 0) in vec2 vertex_pos;
flat out vec4 color;
layout(location = 0) flat out vec4 color;
//in pixel

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@ -1,8 +1,8 @@
#version 330
#version 460
layout(location = 0) out vec4 frag_color;
flat in vec4 color;
layout(location = 0) flat in vec4 color;
void main() {
frag_color = color;

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@ -1,9 +1,8 @@
#version 330 core
#version 460
layout(location = 0) in vec2 vertex_pos;
flat out vec4 color;
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;

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@ -1,8 +1,8 @@
#version 330
#version 460
layout(location = 0) out vec4 frag_color;
flat in vec4 color;
layout(location = 0) flat in vec4 color;
void main(){
frag_color = color;

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@ -1,9 +1,8 @@
#version 330 core
#version 460
layout(location = 0) in vec4 vertex_pos;
flat out vec4 color;
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;

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@ -1,9 +1,9 @@
#version 330
#version 460
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;

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@ -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) 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);
}

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@ -1,4 +1,4 @@
#version 430
#version 460
layout(location = 0) out vec4 frag_color;

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@ -1,4 +1,4 @@
#version 430 core
#version 460
//in pixel
uniform vec2 start;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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);

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@ -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;

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@ -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;

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@ -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;

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@ -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;