Find the remaining vertex attribute order issues.

I hope. I do need to figure out why I made sprite blend an attribute
rather than a uniform.
This commit is contained in:
Bill Currie 2014-01-28 13:49:06 +09:00
parent a5db0b1a65
commit 4d59282641

View file

@ -268,7 +268,6 @@ main (void)
-- Vertex.particle.point
uniform mat4 mvp_mat;
attribute float vcolor;
/** Vertex position.
x, y, z, c
@ -276,6 +275,7 @@ attribute float vcolor;
c is the color of the point.
*/
attribute vec3 vertex;
attribute float vcolor;
varying float color;
@ -290,8 +290,6 @@ main (void)
-- Vertex.particle.textured
uniform mat4 mvp_mat;
attribute vec4 vcolor;
attribute vec2 vst;
/** Vertex position.
x, y, z, c
@ -299,6 +297,8 @@ attribute vec2 vst;
c is the color of the point.
*/
attribute vec3 vertex;
attribute vec2 vst;
attribute vec4 vcolor;
varying vec4 color;
varying vec2 st;
@ -342,10 +342,10 @@ main (void)
-- Vertex.sprite
uniform mat4 mvp_mat;
attribute float vblend;
attribute vec4 vcolora, vcolorb;
attribute vec4 uvab; ///< ua va ub vb
attribute vec3 vertexa, vertexb;
attribute vec4 uvab; ///< ua va ub vb
attribute float vblend; //FIXME why is this not a uniform?
attribute vec4 vcolora, vcolorb;
varying float blend;
varying vec4 colora, colorb;
@ -393,7 +393,6 @@ main (void)
-- Vertex.2d
uniform mat4 mvp_mat;
attribute vec4 vcolor;
/** Vertex position.
x, y, s, t
@ -402,6 +401,7 @@ attribute vec4 vcolor;
(\a x, \a y) and texture coordinate for the icon (\a s=z, \a t=w).
*/
attribute vec4 vertex;
attribute vec4 vcolor;
varying vec4 color;
varying vec2 st;