mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- specify vertex attributes in the shader source for Vulkan compatibility.
This commit is contained in:
parent
ad7aaa8f2a
commit
d2dea17e81
16 changed files with 9 additions and 46 deletions
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@ -40,7 +40,6 @@ void FLinearDepthShader::Bind()
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", prolog, 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/lineardepth.fp", prolog, 330);
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mShader->Link("shaders/glsl/lineardepth");
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mShader->Link("shaders/glsl/lineardepth");
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mShader->SetAttribLocation(0, "PositionInProjection");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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DepthTexture.Init(*mShader, "DepthTexture");
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DepthTexture.Init(*mShader, "DepthTexture");
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ColorTexture.Init(*mShader, "ColorTexture");
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ColorTexture.Init(*mShader, "ColorTexture");
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@ -65,7 +64,6 @@ void FSSAOShader::Bind()
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", prolog, 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssao.fp", prolog, 330);
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mShader->Link("shaders/glsl/ssao");
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mShader->Link("shaders/glsl/ssao");
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mShader->SetAttribLocation(0, "PositionInProjection");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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DepthTexture.Init(*mShader, "DepthTexture");
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DepthTexture.Init(*mShader, "DepthTexture");
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NormalTexture.Init(*mShader, "NormalTexture");
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NormalTexture.Init(*mShader, "NormalTexture");
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@ -115,7 +113,6 @@ void FDepthBlurShader::Bind(bool vertical)
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", prolog, 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/depthblur.fp", prolog, 330);
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shader.Link("shaders/glsl/depthblur");
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shader.Link("shaders/glsl/depthblur");
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shader.SetAttribLocation(0, "PositionInProjection");
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shader.SetUniformBufferLocation(Uniforms[vertical].BindingPoint(), "Uniforms");
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shader.SetUniformBufferLocation(Uniforms[vertical].BindingPoint(), "Uniforms");
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AODepthTexture[vertical].Init(shader, "AODepthTexture");
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AODepthTexture[vertical].Init(shader, "AODepthTexture");
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Uniforms[vertical].Init();
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Uniforms[vertical].Init();
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@ -139,7 +136,6 @@ void FSSAOCombineShader::Bind()
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", prolog, 330);
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mShader->Compile(FShaderProgram::Fragment, "shaders/glsl/ssaocombine.fp", prolog, 330);
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mShader->Link("shaders/glsl/ssaocombine");
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mShader->Link("shaders/glsl/ssaocombine");
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mShader->SetAttribLocation(0, "PositionInProjection");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader->SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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AODepthTexture.Init(*mShader, "AODepthTexture");
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AODepthTexture.Init(*mShader, "AODepthTexture");
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SceneFogTexture.Init(*mShader, "SceneFogTexture");
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SceneFogTexture.Init(*mShader, "SceneFogTexture");
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@ -38,7 +38,6 @@ void FBloomExtractShader::Bind()
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", prolog, 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomextract.fp", prolog, 330);
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mShader.Link("shaders/glsl/bloomextract");
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mShader.Link("shaders/glsl/bloomextract");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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SceneTexture.Init(mShader, "SceneTexture");
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SceneTexture.Init(mShader, "SceneTexture");
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ExposureTexture.Init(mShader, "ExposureTexture");
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ExposureTexture.Init(mShader, "ExposureTexture");
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@ -54,7 +53,6 @@ void FBloomCombineShader::Bind()
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/bloomcombine.fp", "", 330);
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mShader.Link("shaders/glsl/bloomcombine");
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mShader.Link("shaders/glsl/bloomcombine");
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mShader.SetAttribLocation(0, "PositionInProjection");
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BloomTexture.Init(mShader, "Bloom");
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BloomTexture.Init(mShader, "Bloom");
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}
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}
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mShader.Bind();
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mShader.Bind();
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@ -45,7 +45,6 @@ void FBlurShader::Bind(bool vertical)
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mShader[vertical].Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader[vertical].Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader[vertical].Compile(FShaderProgram::Fragment, "shaders/glsl/blur.fp", prolog, 330);
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mShader[vertical].Compile(FShaderProgram::Fragment, "shaders/glsl/blur.fp", prolog, 330);
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mShader[vertical].Link("shaders/glsl/blur");
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mShader[vertical].Link("shaders/glsl/blur");
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mShader[vertical].SetAttribLocation(0, "PositionInProjection");
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mShader[vertical].SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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mShader[vertical].SetUniformBufferLocation(POSTPROCESS_BINDINGPOINT, "Uniforms");
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SourceTexture[vertical].Init(mShader[vertical], "SourceTexture");
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SourceTexture[vertical].Init(mShader[vertical], "SourceTexture");
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Uniforms[vertical].Init();
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Uniforms[vertical].Init();
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@ -39,7 +39,6 @@ void FColormapShader::Bind()
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/colormap.fp", prolog, 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/colormap.fp", prolog, 330);
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shader.Link("shaders/glsl/colormap");
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shader.Link("shaders/glsl/colormap");
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shader.SetAttribLocation(0, "PositionInProjection");
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shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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Uniforms.Init();
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}
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}
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@ -36,7 +36,6 @@ void FFXAALumaShader::Bind()
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", "#define FXAA_LUMA_PASS\n", 330);
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mShader.Link("shaders/glsl/fxaa");
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mShader.Link("shaders/glsl/fxaa");
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mShader.SetAttribLocation(0, "PositionInProjection");
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InputTexture.Init(mShader, "InputTexture");
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InputTexture.Init(mShader, "InputTexture");
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}
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}
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@ -88,7 +87,6 @@ void FFXAAShader::Bind()
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", prolog, maxVersion);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/fxaa.fp", prolog, maxVersion);
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shader.Link("shaders/glsl/fxaa");
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shader.Link("shaders/glsl/fxaa");
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shader.SetAttribLocation(0, "PositionInProjection");
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shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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shader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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InputTexture.Init(shader, "InputTexture");
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InputTexture.Init(shader, "InputTexture");
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Uniforms.Init();
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Uniforms.Init();
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@ -38,7 +38,6 @@ void FLensShader::Bind()
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", prolog, 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/lensdistortion.fp", prolog, 330);
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mShader.Link("shaders/glsl/lensdistortion");
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mShader.Link("shaders/glsl/lensdistortion");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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InputTexture.Init(mShader, "InputTexture");
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InputTexture.Init(mShader, "InputTexture");
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Uniforms.Init();
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Uniforms.Init();
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@ -169,7 +169,6 @@ void PostProcessShaderInstance::CompileShader()
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mProgram.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", Desc->ShaderVersion);
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mProgram.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", Desc->ShaderVersion);
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mProgram.Compile(FShaderProgram::Fragment, lumpName, code, prolog.GetChars(), Desc->ShaderVersion);
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mProgram.Compile(FShaderProgram::Fragment, lumpName, code, prolog.GetChars(), Desc->ShaderVersion);
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mProgram.Link(Desc->ShaderLumpName.GetChars());
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mProgram.Link(Desc->ShaderLumpName.GetChars());
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mProgram.SetAttribLocation(0, "PositionInProjection");
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mInputTexture.Init(mProgram, "InputTexture");
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mInputTexture.Init(mProgram, "InputTexture");
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}
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}
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@ -36,8 +36,6 @@ void FPresentShaderBase::Init(const char * vtx_shader_name, const char * program
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", prolog, 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquadscale.vp", prolog, 330);
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mShader.Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
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mShader.Compile(FShaderProgram::Fragment, vtx_shader_name, prolog, 330);
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mShader.Link(program_name);
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mShader.Link(program_name);
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetAttribLocation(1, "UV");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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Uniforms.Init();
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}
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}
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@ -370,12 +370,6 @@ bool FShader::Load(const char * name, const char * vert_prog_lump, const char *
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hVertProg);
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glAttachShader(hShader, hFragProg);
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glAttachShader(hShader, hFragProg);
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glBindAttribLocation(hShader, VATTR_VERTEX, "aPosition");
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glBindAttribLocation(hShader, VATTR_TEXCOORD, "aTexCoord");
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glBindAttribLocation(hShader, VATTR_COLOR, "aColor");
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glBindAttribLocation(hShader, VATTR_VERTEX2, "aVertex2");
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glBindAttribLocation(hShader, VATTR_NORMAL, "aNormal");
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glLinkProgram(hShader);
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glLinkProgram(hShader);
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glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
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glGetShaderInfoLog(hVertProg, 10000, NULL, buffer);
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@ -137,17 +137,6 @@ void FShaderProgram::Link(const char *name)
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}
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}
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}
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}
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//==========================================================================
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//
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// Set vertex attribute location
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//
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//==========================================================================
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void FShaderProgram::SetAttribLocation(int index, const char *name)
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{
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glBindAttribLocation(mProgram, index, name);
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// Set uniform buffer location
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// Set uniform buffer location
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@ -21,7 +21,6 @@ public:
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void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
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void Compile(ShaderType type, const char *lumpName, const char *defines, int maxGlslVersion);
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void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
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void Compile(ShaderType type, const char *name, const FString &code, const char *defines, int maxGlslVersion);
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void Link(const char *name);
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void Link(const char *name);
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void SetAttribLocation(int index, const char *name);
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void SetUniformBufferLocation(int index, const char *name);
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void SetUniformBufferLocation(int index, const char *name);
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void Bind();
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void Bind();
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@ -33,7 +33,6 @@ void FShadowMapShader::Bind()
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 430);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/shadowmap.fp", prolog, 430);
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mShader.Link("shaders/glsl/shadowmap");
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mShader.Link("shaders/glsl/shadowmap");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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Uniforms.Init();
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Uniforms.Init();
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}
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}
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@ -38,7 +38,6 @@ void FTonemapShader::Bind()
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
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shader.Compile(FShaderProgram::Fragment, "shaders/glsl/tonemap.fp", GetDefines(gl_tonemap), 330);
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shader.Link("shaders/glsl/tonemap");
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shader.Link("shaders/glsl/tonemap");
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shader.SetAttribLocation(0, "PositionInProjection");
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SceneTexture.Init(shader, "InputTexture");
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SceneTexture.Init(shader, "InputTexture");
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ExposureTexture.Init(shader, "ExposureTexture");
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ExposureTexture.Init(shader, "ExposureTexture");
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PaletteLUT.Init(shader, "PaletteLUT");
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PaletteLUT.Init(shader, "PaletteLUT");
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@ -73,7 +72,6 @@ void FExposureExtractShader::Bind()
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureextract.fp", prolog, 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureextract.fp", prolog, 330);
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mShader.Link("shaders/glsl/exposureextract");
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mShader.Link("shaders/glsl/exposureextract");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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SceneTexture.Init(mShader, "SceneTexture");
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SceneTexture.Init(mShader, "SceneTexture");
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Uniforms.Init();
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Uniforms.Init();
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@ -88,7 +86,6 @@ void FExposureAverageShader::Bind()
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 400);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 400);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureaverage.fp", "", 400);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposureaverage.fp", "", 400);
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mShader.Link("shaders/glsl/exposureaverage");
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mShader.Link("shaders/glsl/exposureaverage");
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mShader.SetAttribLocation(0, "PositionInProjection");
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ExposureTexture.Init(mShader, "ExposureTexture");
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ExposureTexture.Init(mShader, "ExposureTexture");
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}
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}
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mShader.Bind();
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mShader.Bind();
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@ -103,7 +100,6 @@ void FExposureCombineShader::Bind()
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Vertex, "shaders/glsl/screenquad.vp", "", 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposurecombine.fp", prolog, 330);
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mShader.Compile(FShaderProgram::Fragment, "shaders/glsl/exposurecombine.fp", prolog, 330);
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mShader.Link("shaders/glsl/exposurecombine");
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mShader.Link("shaders/glsl/exposurecombine");
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mShader.SetAttribLocation(0, "PositionInProjection");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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mShader.SetUniformBufferLocation(Uniforms.BindingPoint(), "Uniforms");
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ExposureTexture.Init(mShader, "ExposureTexture");
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ExposureTexture.Init(mShader, "ExposureTexture");
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Uniforms.Init();
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Uniforms.Init();
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@ -1,10 +1,10 @@
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in vec4 aPosition;
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layout(location = 0) in vec4 aPosition;
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in vec2 aTexCoord;
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layout(location = 1) in vec2 aTexCoord;
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in vec4 aColor;
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layout(location = 2) in vec4 aColor;
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#ifndef SIMPLE // we do not need these for simple shaders
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#ifndef SIMPLE // we do not need these for simple shaders
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in vec4 aVertex2;
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layout(location = 3) in vec4 aVertex2;
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in vec4 aNormal;
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layout(location = 4) in vec4 aNormal;
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out vec4 pixelpos;
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out vec4 pixelpos;
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out vec3 glowdist;
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out vec3 glowdist;
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@ -1,6 +1,6 @@
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in vec4 PositionInProjection;
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layout (location = 0) in vec4 PositionInProjection;
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in vec2 UV;
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layout (location = 1) in vec2 UV;
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out vec2 TexCoord;
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out vec2 TexCoord;
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void main()
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void main()
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@ -1,6 +1,6 @@
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||||||
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in vec4 PositionInProjection;
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layout (location = 0) in vec4 PositionInProjection;
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in vec2 UV;
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layout (location = 1) in vec2 UV;
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoord;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
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Loading…
Reference in a new issue