Some small tweaks to shaders following trunk merge

This commit is contained in:
Simon 2022-03-30 20:05:14 +01:00
parent 2b2748b9f9
commit 3bb87ecbe6
20 changed files with 55 additions and 55 deletions

View file

@ -12,16 +12,16 @@ uniform float u_Time;
uniform vec4 u_Color;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec2 var_Tex1;

View file

@ -2,15 +2,15 @@ attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec2 var_TexCoords;

View file

@ -15,7 +15,7 @@ uniform vec4 u_FogDistance;
uniform vec4 u_FogDepth;
uniform float u_FogEyeT;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
#if defined(USE_DEFORM_VERTEXES)
uniform int u_DeformGen;
@ -35,11 +35,11 @@ uniform vec4 u_Color;
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying float var_Scale;

View file

@ -36,7 +36,7 @@ uniform float u_FogEyeT;
uniform vec4 u_FogColorMask;
#endif
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
#if defined(USE_DEFORM_VERTEXES)
uniform int u_DeformGen;
@ -66,11 +66,11 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec2 var_DiffuseTex;

View file

@ -42,7 +42,7 @@ uniform vec4 u_DiffuseTexOffTurb;
#endif
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
uniform vec4 u_BaseColor;
uniform vec4 u_VertColor;
@ -69,11 +69,11 @@ uniform float u_PrimaryLightRadius;
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec4 var_TexCoords;

View file

@ -1,15 +1,15 @@
attribute vec3 attr_Position;
attribute vec3 attr_Normal;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec3 var_Position;

View file

@ -20,7 +20,7 @@ uniform float u_DeformParams[5];
uniform float u_Time;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
#if defined(USE_VERTEX_ANIMATION)
uniform float u_VertexLerp;
@ -30,11 +30,11 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec3 var_Position;

View file

@ -3,15 +3,15 @@ attribute vec4 attr_TexCoord0;
// Uniforms
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec2 var_Tex1;

View file

@ -2,17 +2,17 @@ attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
// Uniforms
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
uniform vec3 u_ToneMinAvgMaxLinear;
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};

View file

@ -12,16 +12,16 @@ uniform float u_Time;
uniform vec4 u_Color;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec2 var_Tex1;

View file

@ -2,15 +2,15 @@ attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec2 var_TexCoords;

View file

@ -15,7 +15,7 @@ uniform vec4 u_FogDistance;
uniform vec4 u_FogDepth;
uniform float u_FogEyeT;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
#if defined(USE_DEFORM_VERTEXES)
uniform int u_DeformGen;
@ -35,11 +35,11 @@ uniform vec4 u_Color;
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying float var_Scale;

View file

@ -36,7 +36,7 @@ uniform float u_FogEyeT;
uniform vec4 u_FogColorMask;
#endif
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
#if defined(USE_DEFORM_VERTEXES)
uniform int u_DeformGen;
@ -66,11 +66,11 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec2 var_DiffuseTex;

View file

@ -42,7 +42,7 @@ uniform vec4 u_DiffuseTexOffTurb;
#endif
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
uniform vec4 u_BaseColor;
uniform vec4 u_VertColor;
@ -69,11 +69,11 @@ uniform float u_PrimaryLightRadius;
// Uniforms
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec4 var_TexCoords;

View file

@ -1,15 +1,15 @@
attribute vec3 attr_Position;
attribute vec3 attr_Normal;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec3 var_Position;

View file

@ -20,7 +20,7 @@ uniform float u_DeformParams[5];
uniform float u_Time;
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
#if defined(USE_VERTEX_ANIMATION)
uniform float u_VertexLerp;
@ -30,11 +30,11 @@ uniform mat4 u_BoneMatrix[MAX_GLSL_BONES];
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec3 var_Position;

View file

@ -3,15 +3,15 @@ attribute vec4 attr_TexCoord0;
// Uniforms
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};
varying vec2 var_Tex1;

View file

@ -2,17 +2,17 @@ attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
// Uniforms
uniform mat4 u_ModelMatrix;
uniform highp mat4 u_ModelMatrix;
uniform vec3 u_ToneMinAvgMaxLinear;
layout(shared) uniform ViewMatrices
{
uniform mat4 u_ViewMatrices[NUM_VIEWS];
uniform highp mat4 u_ViewMatrices[NUM_VIEWS];
};
layout(shared) uniform ProjectionMatrix
{
uniform mat4 u_ProjectionMatrix;
uniform highp mat4 u_ProjectionMatrix;
};

View file

@ -3,7 +3,7 @@
setlocal
set BUILD_TYPE=release
set VERSION=0.29.0
set VERSION=0.29.0-multiview
@REM Define the following environment variables to sign a release build
@REM set KEYSTORE=