Update shaders

This commit is contained in:
Guillaume Damiand 2021-02-02 12:06:40 +01:00
parent a7a3931f0a
commit 77b9ebc19c
1 changed files with 23 additions and 23 deletions

View File

@ -27,13 +27,11 @@ in highp vec3 color;
uniform highp mat4 mvp_matrix;
uniform highp mat4 mv_matrix;
uniform highp float point_size;
out highp vec4 fP;
out highp vec3 fN;
out highp vec4 fColor;
uniform highp float point_size;
out highp vec4 m_vertex;
void main(void)
@ -51,12 +49,10 @@ void main(void)
const char fragment_source_color[]=R"DELIM(
#version 150
out highp vec4 fP;
out highp vec3 fN;
out highp vec4 fColor;
out highp vec4 m_vertex;
out highp vec4 out_color;
in highp vec4 fP;
in highp vec3 fN;
in highp vec4 fColor;
in highp vec4 m_vertex;
uniform highp vec4 light_pos;
uniform highp vec4 light_diff;
@ -68,6 +64,8 @@ uniform highp vec4 clipPlane;
uniform highp float rendering_mode;
uniform highp float rendering_transparency;
out highp vec4 out_color;
void main(void)
{
highp vec3 L = light_pos.xyz - fP.xyz;
@ -107,11 +105,11 @@ in highp vec4 vertex;
in highp vec3 color;
uniform highp mat4 mvp_matrix;
out highp vec4 fColor;
uniform highp float point_size;
out highp vec4 fColor;
out highp vec4 m_vertex;
uniform highp float point_size;
void main(void)
{
gl_PointSize = point_size;
@ -123,12 +121,14 @@ void main(void)
const char fragment_source_p_l[]=R"DELIM(
#version 150
out highp vec4 fColor;
out highp vec4 m_vertex;
out highp vec4 out_color;
in highp vec4 fColor;
in highp vec4 m_vertex;
uniform highp vec4 clipPlane;
uniform highp float rendering_mode;
out highp vec4 out_color;
void main(void)
{
// onPlane == 1: inside clipping plane, should be solid;
@ -180,13 +180,12 @@ in highp vec3 color;
uniform highp mat4 mvp_matrix;
uniform highp mat4 mv_matrix;
uniform highp float point_size;
out highp vec4 fP;
out highp vec3 fN;
out highp vec4 fColor;
uniform highp float point_size;
void main(void)
{
fP = mv_matrix * vertex;
@ -203,10 +202,9 @@ void main(void)
)DELIM";
const char fragment_source_color_comp[]=R"DELIM(
out highp vec4 fP;
out highp vec3 fN;
out highp vec4 fColor;
out highp vec4 out_color;
in highp vec4 fP;
in highp vec3 fN;
in highp vec4 fColor;
uniform highp vec4 light_pos;
uniform highp vec4 light_diff;
@ -214,6 +212,8 @@ uniform highp vec4 light_spec;
uniform highp vec4 light_amb;
uniform highp float spec_power ;
out highp vec4 out_color;
void main(void)
{
highp vec3 L = light_pos.xyz - fP.xyz;
@ -236,10 +236,10 @@ in highp vec4 vertex;
in highp vec3 color;
uniform highp mat4 mvp_matrix;
varying highp vec4 fColor;
uniform highp float point_size;
out highp vec4 fColor;
void main(void)
{
gl_PointSize = point_size;
@ -249,7 +249,7 @@ void main(void)
)DELIM";
const char fragment_source_p_l_comp[]=R"DELIM(
varying highp vec4 fColor;
in highp vec4 fColor;
out highp vec4 out_color;
void main(void)
{