mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-29 23:33:00 +00:00
- add layout location decl to all postprocess shaders
This commit is contained in:
parent
87441dd0a1
commit
b313f91ab0
22 changed files with 26 additions and 26 deletions
|
@ -284,7 +284,7 @@ FString FShaderProgram::PatchShader(ShaderType type, const FString &code, const
|
|||
patchedCode << "precision highp float;\n";
|
||||
|
||||
patchedCode << "#line 1\n";
|
||||
patchedCode << code;
|
||||
patchedCode << RemoveLayoutLocationDecl(code, type == Vertex ? "out" : "in");
|
||||
|
||||
if (maxGlslVersion < 420)
|
||||
{
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D Bloom;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
layout(binding=0) uniform sampler2D SceneTexture;
|
||||
layout(binding=1) uniform sampler2D ExposureTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D SourceTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
layout(binding=0) uniform sampler2D SceneTexture;
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D AODepthTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
layout(binding=0) uniform sampler2D ExposureTexture;
|
||||
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D ExposureTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D SceneTexture;
|
||||
|
|
|
@ -32,7 +32,7 @@
|
|||
//
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D InputTexture;
|
||||
|
|
|
@ -29,7 +29,7 @@
|
|||
kcube = vec3(0.15, 0.0, 0.0);
|
||||
*/
|
||||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D InputTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
#if defined(MULTISAMPLE)
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D InputTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D LeftEyeTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D LeftEyeTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D LeftEyeTexture;
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
layout (location = 0) in vec4 PositionInProjection;
|
||||
layout (location = 1) in vec2 UV;
|
||||
out vec2 TexCoord;
|
||||
layout(location = 0) in vec4 PositionInProjection;
|
||||
layout(location = 1) in vec2 UV;
|
||||
layout(location = 0) out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
|
||||
layout (location = 0) in vec4 PositionInProjection;
|
||||
layout (location = 1) in vec2 UV;
|
||||
out vec2 TexCoord;
|
||||
layout(location = 0) in vec4 PositionInProjection;
|
||||
layout(location = 1) in vec2 UV;
|
||||
layout(location = 0) out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
// A node in an AABB binary tree with lines stored in the leaf nodes
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D DepthTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D AODepthTexture;
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
|
||||
in vec2 TexCoord;
|
||||
layout(location=0) in vec2 TexCoord;
|
||||
layout(location=0) out vec4 FragColor;
|
||||
|
||||
layout(binding=0) uniform sampler2D InputTexture;
|
||||
|
|
Loading…
Reference in a new issue