feature/imgui-sdl
Last change
on this file was 6d95ade, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago |
In OpenGLRef, stop passing position_eye from the laser vertex shader to the fragment shader since the fragment shader never uses it
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Property mode
set to
100644
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File size:
474 bytes
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1 | #version 410
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2 |
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3 | #define MAX_NUM_OBJECTS 1024
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4 |
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5 | uniform mat4 view, proj;
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6 |
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7 | layout (std140) uniform models {
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8 | mat4 model_mats[MAX_NUM_OBJECTS];
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9 | };
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10 |
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11 | layout(location = 0) in vec3 vertex_position;
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12 | layout(location = 1) in vec2 vt;
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13 | layout(location = 2) in uint ubo_index;
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14 |
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15 | out vec2 texture_coordinates;
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16 |
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17 | void main() {
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18 | vec3 position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
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19 |
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20 | texture_coordinates = vt;
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21 |
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22 | gl_Position = proj * vec4(position_eye, 1.0);
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23 | }
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