mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- added quad drawer interface so that this part can be done without altering a vertex buffer.
So far it's only the framework, the new code is not active yet.
This commit is contained in:
parent
302f59ea33
commit
7ba5acfb35
13 changed files with 216 additions and 67 deletions
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@ -1061,6 +1061,7 @@ set( FASTMATH_SOURCES
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gl/utility/gl_cycler.cpp
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gl/utility/gl_geometric.cpp
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gl/renderer/gl_2ddrawer.cpp
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gl/renderer/gl_quaddrawer.cpp
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gl/renderer/gl_renderer.cpp
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gl/renderer/gl_renderstate.cpp
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gl/renderer/gl_renderbuffers.cpp
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@ -97,9 +97,17 @@ public:
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{
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return &map[mCurIndex];
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}
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FFlatVertex *Alloc(int num, int *poffset)
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{
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FFlatVertex *p = GetBuffer();
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*poffset = mCurIndex;
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mCurIndex += num;
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if (mCurIndex >= BUFFER_SIZE_TO_USE) mCurIndex = mIndex;
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return p;
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}
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unsigned int GetCount(FFlatVertex *newptr, unsigned int *poffset)
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{
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unsigned int newofs = (unsigned int)(newptr - map);
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unsigned int diff = newofs - mCurIndex;
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*poffset = mCurIndex;
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85
src/gl/renderer/gl_quaddrawer.cpp
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85
src/gl/renderer/gl_quaddrawer.cpp
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@ -0,0 +1,85 @@
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/*
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** gl_quaddrawer.h
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**
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**---------------------------------------------------------------------------
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** Copyright 2016 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderstate.h"
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#include "gl/renderer/gl_quaddrawer.h"
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#include "gl/data/gl_matrix.h"
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/*
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** For handling of dynamically created quads when no persistently mapped
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** buffer or client array is available (i.e. GL 3.x core profiles)
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**
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** In this situation the 4 vertices of a quad primitive are being passed
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** as a matrix uniform because that is a lot faster than any kind of
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** temporary buffer change.
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*/
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FFlatVertex FQuadDrawer::buffer[4];
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//==========================================================================
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//
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//
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//
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//==========================================================================
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void FQuadDrawer::DoRender(int type)
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{
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// When this gets called, the render state must already be applied so we can just
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// send our vertices to the current shader.
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float matV[16], matT[16];
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for(int i=0;i<4;i++)
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{
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matV[i*4+0] = buffer[i].x;
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matV[i*4+1] = buffer[i].z;
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matV[i*4+2] = buffer[i].y;
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matT[i*4+0] = buffer[i].u;
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matT[i*4+1] = buffer[i].v;
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matV[i*4+3] = matT[i*4+2] = matT[i*4+3] = 0;
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}
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FShader *shader = GLRenderer->mShaderManager->GetActiveShader();
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glUniformMatrix4fv(shader->vertexmatrix_index, 1, false, matV);
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glUniformMatrix4fv(shader->texcoordmatrix_index, 1, false, matT);
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glUniform1i(shader->quadmode_index, 1);
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GLRenderer->mVBO->RenderArray(type, 0, 4);
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glUniform1i(shader->quadmode_index, 0);
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}
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44
src/gl/renderer/gl_quaddrawer.h
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44
src/gl/renderer/gl_quaddrawer.h
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@ -0,0 +1,44 @@
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#ifndef __QDRAWER_H
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#define __QDRAWER_H
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#include "gl/data/gl_vertexbuffer.h"
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class FQuadDrawer
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{
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FFlatVertex *p;
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int ndx;
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static FFlatVertex buffer[4];
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void DoRender(int type);
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public:
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FQuadDrawer()
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{
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if (gl.flags & RFL_QUADHACK)
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{
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p = buffer;
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}
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else
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{
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p = GLRenderer->mVBO->Alloc(4, &ndx);
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}
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}
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void Set(int ndx, float x, float y, float z, float s, float t)
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{
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p[ndx].Set(x, y, z, s, t);
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}
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void Render(int type)
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{
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if (gl.flags & RFL_QUADHACK)
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{
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DoRender(type);
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}
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else
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{
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GLRenderer->mVBO->RenderArray(type, ndx, 4);
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}
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}
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};
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#endif
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@ -54,6 +54,7 @@
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#include "gl/textures/gl_texture.h"
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/renderer/gl_quaddrawer.h"
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struct DecalVertex
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{
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@ -328,22 +329,19 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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gl_RenderState.SetFog(0,-1);
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}
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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FQuadDrawer qd;
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for (i = 0; i < 4; i++)
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{
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ptr->Set(dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
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ptr++;
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qd.Set(i, dv[i].x, dv[i].z, dv[i].y, dv[i].u, dv[i].v);
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}
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if (lightlist == NULL)
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{
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gl_RenderState.Apply();
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
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qd.Render(GL_TRIANGLE_FAN);
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}
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else
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{
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unsigned int offset;
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unsigned int count = GLRenderer->mVBO->GetCount(ptr, &offset);
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for (unsigned k = 0; k < lightlist->Size(); k++)
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{
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secplane_t &lowplane = k == (*lightlist).Size() - 1 ? bottomplane : (*lightlist)[k + 1].plane;
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@ -363,7 +361,7 @@ void GLWall::DrawDecal(DBaseDecal *decal)
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gl_RenderState.SetSplitPlanes((*lightlist)[k].plane, lowplane);
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gl_RenderState.Apply();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_FAN, offset, count);
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qd.Render(GL_TRIANGLE_FAN);
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}
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if (low1 <= dv[0].z && low2 <= dv[3].z) break;
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}
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@ -57,6 +57,7 @@
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#include "gl/utility/gl_templates.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/stereo3d/scoped_color_mask.h"
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#include "gl/renderer/gl_quaddrawer.h"
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FDrawInfo * gl_drawinfo;
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@ -1079,17 +1080,12 @@ void FDrawInfo::SetupFloodStencil(wallseg * ws)
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glDepthMask(true);
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gl_RenderState.Apply();
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(ws->x1, ws->z1, ws->y1, 0, 0);
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ptr++;
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ptr->Set(ws->x1, ws->z2, ws->y1, 0, 0);
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ptr++;
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ptr->Set(ws->x2, ws->z2, ws->y2, 0, 0);
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ptr++;
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ptr->Set(ws->x2, ws->z1, ws->y2, 0, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
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FQuadDrawer qd;
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qd.Set(0, ws->x1, ws->z1, ws->y1, 0, 0);
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qd.Set(1, ws->x1, ws->z2, ws->y1, 0, 0);
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qd.Set(2, ws->x2, ws->z2, ws->y2, 0, 0);
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qd.Set(3, ws->x2, ws->z1, ws->y2, 0, 0);
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qd.Render(GL_TRIANGLE_FAN);
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glStencilFunc(GL_EQUAL, recursion + 1, ~0); // draw sky into stencil
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // this stage doesn't modify the stencil
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gl_RenderState.ResetColor();
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gl_RenderState.Apply();
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(ws->x1, ws->z1, ws->y1, 0, 0);
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ptr++;
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ptr->Set(ws->x1, ws->z2, ws->y1, 0, 0);
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ptr++;
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ptr->Set(ws->x2, ws->z2, ws->y2, 0, 0);
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ptr++;
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ptr->Set(ws->x2, ws->z1, ws->y2, 0, 0);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
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FQuadDrawer qd;
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qd.Set(0, ws->x1, ws->z1, ws->y1, 0, 0);
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qd.Set(1, ws->x1, ws->z2, ws->y1, 0, 0);
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qd.Set(2, ws->x2, ws->z2, ws->y2, 0, 0);
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qd.Set(3, ws->x2, ws->z1, ws->y2, 0, 0);
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qd.Render(GL_TRIANGLE_FAN);
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// restore old stencil op.
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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float px4 = fviewx + prj_fac1 * (ws->x2-fviewx);
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float py4 = fviewy + prj_fac1 * (ws->y2-fviewy);
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(px1, planez, py1, px1 / 64, -py1 / 64);
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ptr++;
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ptr->Set(px2, planez, py2, px2 / 64, -py2 / 64);
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ptr++;
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ptr->Set(px3, planez, py3, px3 / 64, -py3 / 64);
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ptr++;
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ptr->Set(px4, planez, py4, px4 / 64, -py4 / 64);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_FAN);
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FQuadDrawer qd;
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qd.Set(0, px1, planez, py1, px1 / 64, -py1 / 64);
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qd.Set(1, px2, planez, py2, px2 / 64, -py2 / 64);
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qd.Set(2, px3, planez, py3, px3 / 64, -py3 / 64);
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qd.Set(3, px4, planez, py4, px4 / 64, -py4 / 64);
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qd.Render(GL_TRIANGLE_FAN);
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gl_RenderState.EnableTextureMatrix(false);
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}
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@ -64,6 +64,7 @@
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#include "gl/textures/gl_material.h"
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#include "gl/utility/gl_clock.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/renderer/gl_quaddrawer.h"
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CVAR(Bool, gl_usecolorblending, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR(Bool, gl_spritebrightfog, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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@ -400,17 +401,12 @@ void GLSprite::Draw(int pass)
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}
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FFlatVertex *ptr;
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unsigned int offset, count;
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ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(v1[0], v1[1], v1[2], ul, vt);
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ptr++;
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ptr->Set(v2[0], v2[1], v2[2], ur, vt);
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ptr++;
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ptr->Set(v3[0], v3[1], v3[2], ul, vb);
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ptr++;
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ptr->Set(v4[0], v4[1], v4[2], ur, vb);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP, &offset, &count);
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FQuadDrawer qd;
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qd.Set(0, v1[0], v1[1], v1[2], ul, vt);
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qd.Set(1, v2[0], v2[1], v2[2], ur, vt);
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qd.Set(2, v3[0], v3[1], v3[2], ul, vb);
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qd.Set(3, v4[0], v4[1], v4[2], ur, vb);
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qd.Render(GL_TRIANGLE_STRIP);
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if (foglayer)
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{
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gl_RenderState.BlendEquation(GL_FUNC_ADD);
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gl_RenderState.BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gl_RenderState.Apply();
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GLRenderer->mVBO->RenderArray(GL_TRIANGLE_STRIP, offset, count);
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qd.Render(GL_TRIANGLE_STRIP);
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gl_RenderState.SetFixedColormap(CM_DEFAULT);
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}
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}
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@ -57,6 +57,7 @@
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#include "gl/models/gl_models.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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#include "gl/renderer/gl_quaddrawer.h"
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EXTERN_CVAR (Bool, r_drawplayersprites)
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EXTERN_CVAR(Float, transsouls)
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@ -161,16 +162,12 @@ void FGLRenderer::DrawPSprite (player_t * player,DPSprite *psp, float sx, float
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.f);
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}
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gl_RenderState.Apply();
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FFlatVertex *ptr = GLRenderer->mVBO->GetBuffer();
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ptr->Set(x1, y1, 0, fU1, fV1);
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ptr++;
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ptr->Set(x1, y2, 0, fU1, fV2);
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ptr++;
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ptr->Set(x2, y1, 0, fU2, fV1);
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ptr++;
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ptr->Set(x2, y2, 0, fU2, fV2);
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ptr++;
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GLRenderer->mVBO->RenderCurrent(ptr, GL_TRIANGLE_STRIP);
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FQuadDrawer qd;
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qd.Set(0, x1, y1, 0, fU1, fV1);
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qd.Set(1, x1, y2, 0, fU1, fV2);
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qd.Set(2, x2, y1, 0, fU2, fV1);
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qd.Set(3, x2, y2, 0, fU2, fV2);
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qd.Render(GL_TRIANGLE_STRIP);
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gl_RenderState.AlphaFunc(GL_GEQUAL, 0.5f);
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}
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@ -265,6 +265,9 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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viewmatrix_index = glGetUniformLocation(hShader, "ViewMatrix");
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modelmatrix_index = glGetUniformLocation(hShader, "ModelMatrix");
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texturematrix_index = glGetUniformLocation(hShader, "TextureMatrix");
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vertexmatrix_index = glGetUniformLocation(hShader, "uQuadVertices");
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texcoordmatrix_index = glGetUniformLocation(hShader, "uQuadTexCoords");
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quadmode_index = glGetUniformLocation(hShader, "uQuadMode");
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if (LM_SOFTWARE != gl.lightmethod && !(gl.flags & RFL_SHADER_STORAGE_BUFFER))
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{
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@ -244,6 +244,9 @@ class FShader
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int modelmatrix_index;
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int texturematrix_index;
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public:
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int vertexmatrix_index;
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int texcoordmatrix_index;
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int quadmode_index;
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int fakevb_index;
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private:
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int currentglowstate = 0;
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@ -25,7 +25,8 @@ enum RenderFlags
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RFL_NO_DEPTHSTENCIL = 64,
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RFL_NO_CLIP_PLANES = 128,
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RFL_INVALIDATE_BUFFER = 256
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RFL_INVALIDATE_BUFFER = 256,
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RFL_QUADHACK = 512
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};
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enum TexMode
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@ -13,10 +13,28 @@ out vec4 vColor;
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void main()
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{
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#ifndef SIMPLE
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vec4 worldcoord = ModelMatrix * mix(aPosition, aVertex2, uInterpolationFactor);
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vec2 parmTexCoord;
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vec4 parmPosition;
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#ifndef USE_QUAD_DRAWER
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parmTexCoord = aTexCoord;
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parmPosition = aPosition;
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#else
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vec4 worldcoord = ModelMatrix * aPosition;
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if (uQuadMode == 0)
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{
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||||
parmTexCoord = aTexCoord;
|
||||
parmPosition = aPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
parmPosition = uQuadVertices[int(aPosition.x)].st;
|
||||
parmTexCoord = uQuadTexCoords[int(aPosition.x)];
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifndef SIMPLE
|
||||
vec4 worldcoord = ModelMatrix * mix(parmPosition, aVertex2, uInterpolationFactor);
|
||||
#else
|
||||
vec4 worldcoord = ModelMatrix * parmPosition;
|
||||
#endif
|
||||
|
||||
vec4 eyeCoordPos = ViewMatrix * worldcoord;
|
||||
|
@ -39,13 +57,13 @@ void main()
|
|||
|
||||
#ifdef SPHEREMAP
|
||||
vec3 u = normalize(eyeCoordPos.xyz);
|
||||
vec4 n = normalize(TextureMatrix * vec4(aTexCoord.x, 0.0, aTexCoord.y, 0.0)); // use texture matrix and coordinates for our normal. Since this is only used on walls, the normal's y coordinate is always 0.
|
||||
vec4 n = normalize(TextureMatrix * vec4(parmTexCoord.x, 0.0, parmTexCoord.y, 0.0)); // use texture matrix and coordinates for our normal. Since this is only used on walls, the normal's y coordinate is always 0.
|
||||
vec3 r = reflect(u, n.xyz);
|
||||
float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
|
||||
vec2 sst = vec2(r.x/m + 0.5, r.y/m + 0.5);
|
||||
vTexCoord.xy = sst;
|
||||
#else
|
||||
vTexCoord = TextureMatrix * vec4(aTexCoord, 0.0, 1.0);
|
||||
vTexCoord = TextureMatrix * vec4(parmTexCoord, 0.0, 1.0);
|
||||
#endif
|
||||
|
||||
gl_Position = ProjectionMatrix * eyeCoordPos;
|
||||
|
|
|
@ -45,6 +45,13 @@ uniform int uFogEnabled;
|
|||
// dynamic lights
|
||||
uniform int uLightIndex;
|
||||
|
||||
// quad drawer stuff
|
||||
#ifdef USE_QUAD_DRAWER
|
||||
uniform mat4 uQuadVertices;
|
||||
uniform mat4 uQuadTexCoords;
|
||||
uniform int uQuadMode;
|
||||
#endif
|
||||
|
||||
// matrices
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat4 ViewMatrix;
|
||||
|
|
Loading…
Reference in a new issue