Commit: 8646b356c1342c833c6dae3c25653b051b7b5d17
Parent: 3d127a8b48b808b9437a6bac542233daae212af3
Author: Randy Palamar
Date: Sun, 20 Oct 2024 20:46:20 -0600
drop second vertex shader
Diffstat:
4 files changed, 12 insertions(+), 34 deletions(-)
diff --git a/frag_post.glsl b/frag_post.glsl
@@ -1,22 +1,20 @@
-#version 460 core
+#version 430 core
-out vec4 colour;
+layout(location = 0) in vec2 pixel_coord;
+layout(location = 1) in vec2 texture_coord;
-in VS_OUT {
- vec2 tex_coord;
-} fs_in;
+layout(location = 0) out vec4 colour;
-uniform sampler2D u_texslot;
-uniform float u_param;
+layout(location = 3) uniform sampler2D u_texslot;
+layout(location = 4) uniform float u_param;
void main()
{
- vec2 tex_coord = fs_in.tex_coord;
-
- if (mod(tex_coord.y + u_param, 0.005) < 0.0005) {
+ //if (mod(tex_coord.y + u_param, 0.005) < 0.0005) {
+ if (false) {
vec4 tint = vec4(0.1, 0.1, 0.1, 1);
- colour = mix(texture(u_texslot, tex_coord), tint, 0.5);
+ colour = mix(texture(u_texslot, texture_coord), tint, 0.5);
} else {
- colour = texture(u_texslot, tex_coord);
+ colour = texture(u_texslot, texture_coord);
}
}
diff --git a/main.c b/main.c
@@ -233,8 +233,8 @@ program_from_shader_text(s8 vertex, s8 fragment, Arena a)
static void
check_shaders(GLCtx *gl, Arena a)
{
- static char *fs_name[SHADER_LAST] = {"/home/rnp/src/c/vtgl/frag_render.glsl", "/home/rnp/src/c/vtgl/frag_post.glsl"};
- static char *vs_name[SHADER_LAST] = {"/home/rnp/src/c/vtgl/vert_render.glsl", "/home/rnp/src/c/vtgl/vert_post.glsl"};
+ static char *fs_name[SHADER_LAST] = {"frag_render.glsl", "frag_post.glsl"};
+ static char *vs_name[SHADER_LAST] = {"vert_for_rects.glsl", "vert_for_rects.glsl"};
static os_file_stats fs_stats[SHADER_LAST], vs_stats[SHADER_LAST];
static struct {
char *name;
diff --git a/vert_render.glsl b/vert_for_rects.glsl
diff --git a/vert_post.glsl b/vert_post.glsl
@@ -1,20 +0,0 @@
-#version 460 core
-
-in vec2 position;
-
-uniform mat4 u_Pmat;
-uniform vec2 u_vertscale;
-
-out VS_OUT {
- vec2 tex_coord;
-} vs_out;
-
-void main()
-{
- vec2 pos = position.xy;
- vec2 scale = u_vertscale;
-
- gl_Position = u_Pmat * vec4(pos * scale, 0.0, 1.0);
-
- vs_out.tex_coord = pos;
-}