vtgl

terminal emulator implemented in OpenGL
git clone anongit@rnpnr.xyz:vtgl.git
Log | Files | Refs | Feed | LICENSE

Commit: dcf90db4c39ad0b3164b50b46dff5a44db85576a
Parent: ba6c29c8d28fe4e5d7dc216915828e71f0e39e58
Author: Randy Palamar
Date:   Tue, 22 Oct 2024 17:12:41 -0600

drop useless fragment_pixel_coordinate variable

programming too many compute shaders; i forgor gl_FragCoord

Diffstat:
Mfrag_for_rects.glsl | 5++---
Mfrag_post.glsl | 5++---
Mfrag_render.glsl | 7+++----
Mvert_for_rects.glsl | 7++-----
4 files changed, 9 insertions(+), 15 deletions(-)

diff --git a/frag_for_rects.glsl b/frag_for_rects.glsl @@ -1,8 +1,7 @@ #version 430 core -layout(location = 0) in vec2 fragment_pixel_coordinate; -layout(location = 1) in vec2 fragment_texture_coordinate; -layout(location = 2) in vec4 fragment_colour; +layout(location = 0) in vec2 fragment_texture_coordinate; +layout(location = 1) in vec4 fragment_colour; layout(location = 0) out vec4 colour; diff --git a/frag_post.glsl b/frag_post.glsl @@ -1,8 +1,7 @@ #version 430 core -layout(location = 0) in vec2 fragment_pixel_coordinate; -layout(location = 1) in vec2 fragment_texture_coordinate; -layout(location = 2) in vec4 fragment_colour; +layout(location = 0) in vec2 fragment_texture_coordinate; +layout(location = 1) in vec4 fragment_colour; layout(location = 0) out vec4 colour; diff --git a/frag_render.glsl b/frag_render.glsl @@ -1,8 +1,7 @@ #version 430 core -layout(location = 0) in vec2 fragment_pixel_coordinate; -layout(location = 1) in vec2 fragment_texture_coordinate; -layout(location = 2) in vec4 fragment_colour; +layout(location = 0) in vec2 fragment_texture_coordinate; +layout(location = 1) in vec4 fragment_colour; layout(location = 0) out vec4 colour; @@ -52,7 +51,7 @@ unpack_glyph_position(uint glyph_position) void main() { - vec2 pixel_coord = fragment_pixel_coordinate - top_left_margin; + vec2 pixel_coord = gl_FragCoord.xy - top_left_margin; uvec2 cell_index = uvec2(pixel_coord / cell_size); vec2 cell_pos = mod(pixel_coord, cell_size); diff --git a/vert_for_rects.glsl b/vert_for_rects.glsl @@ -4,17 +4,14 @@ layout(location = 0) in vec2 vertex_position; layout(location = 1) in vec2 vertex_texture_coordinate; layout(location = 2) in vec4 vertex_colour; -layout(location = 0) out vec2 fragment_pixel_coordinate; -layout(location = 1) out vec2 fragment_texture_coordinate; -layout(location = 2) out vec4 fragment_colour; -layout(location = 3) out flat int fragment_texture_index; +layout(location = 0) out vec2 fragment_texture_coordinate; +layout(location = 1) out vec4 fragment_colour; layout(location = 0) uniform mat4 u_Pmat; void main() { fragment_texture_coordinate = vertex_texture_coordinate; - fragment_pixel_coordinate = vertex_position * vertex_texture_coordinate; fragment_colour = vertex_colour; gl_Position = u_Pmat * vec4(vertex_position, 0.0, 1.0);