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https://git.code.sf.net/p/quake/quakeforge
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e69a583f1b
Since I'm not specifying the api when creating my context, mesa is giving me GL2. This is fair enough, but in GL2, vertex attribute 0 is the vertex position. This too, is fair enough. The problem is, mesa is assigning 0 to my vcolor attribute and thus I can't set it. The work around is simply to swap the declaration order of vcolor and vertex (this really shouldn't work eiter, I suspect).
21 lines
389 B
GLSL
21 lines
389 B
GLSL
uniform mat4 mvp_mat;
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attribute vec4 vcolor;
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/** Vertex position.
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x, y, s, t
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\a vertex provides the onscreen location at which to draw the icon
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(\a x, \a y) and texture coordinate for the icon (\a s=z, \a t=w).
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*/
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attribute vec4 vertex;
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varying vec4 color;
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varying vec2 st;
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void
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main (void)
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{
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gl_Position = mvp_mat * vec4 (vertex.xy, 0.0, 1.0);
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st = vertex.zw;
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color = vcolor;
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}
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