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Vertex shaders optimization

pull/76/head
raysan5 há 9 anos
ascendente
cometimento
fb6ef2c2f4
41 ficheiros alterados com 86 adições e 92 eliminações
  1. +2
    -3
      examples/resources/shaders/base.vs
  2. +1
    -1
      examples/resources/shaders/bloom.fs
  3. +3
    -3
      examples/resources/shaders/grayscale.fs
  4. +1
    -1
      examples/resources/shaders/phong.fs
  5. +2
    -2
      examples/resources/shaders/phong.vs
  6. +4
    -5
      examples/resources/shaders/shapes_base.vs
  7. +2
    -2
      examples/resources/shaders/shapes_grayscale.fs
  8. +1
    -1
      examples/resources/shaders/swirl.fs
  9. +2
    -3
      shaders/gl330/base.vs
  10. +1
    -1
      shaders/gl330/bloom.fs
  11. +1
    -1
      shaders/gl330/blur.fs
  12. +1
    -1
      shaders/gl330/cross_hatching.fs
  13. +1
    -1
      shaders/gl330/cross_stitching.fs
  14. +1
    -1
      shaders/gl330/dream_vision.fs
  15. +1
    -1
      shaders/gl330/fisheye.fs
  16. +3
    -3
      shaders/gl330/grayscale.fs
  17. +1
    -1
      shaders/gl330/phong.fs
  18. +3
    -4
      shaders/gl330/phong.vs
  19. +1
    -1
      shaders/gl330/pixel.fs
  20. +1
    -1
      shaders/gl330/posterization.fs
  21. +1
    -1
      shaders/gl330/predator.fs
  22. +1
    -1
      shaders/gl330/scanlines.fs
  23. +1
    -1
      shaders/gl330/swirl.fs
  24. +2
    -2
      shaders/gl330/template.fs
  25. +2
    -3
      shaders/gles100/base.vs
  26. +1
    -1
      shaders/gles100/bloom.fs
  27. +1
    -1
      shaders/gles100/blur.fs
  28. +1
    -1
      shaders/gles100/cross_hatching.fs
  29. +1
    -1
      shaders/gles100/cross_stitching.fs
  30. +1
    -1
      shaders/gles100/dream_vision.fs
  31. +1
    -1
      shaders/gles100/fisheye.fs
  32. +3
    -3
      shaders/gles100/grayscale.fs
  33. +1
    -1
      shaders/gles100/pixel.fs
  34. +1
    -1
      shaders/gles100/posterization.fs
  35. +1
    -1
      shaders/gles100/predator.fs
  36. +1
    -1
      shaders/gles100/scanlines.fs
  37. +1
    -1
      shaders/gles100/swirl.fs
  38. +2
    -2
      shaders/gles100/template.fs
  39. +2
    -2
      src/raylib.h
  40. +26
    -27
      src/rlgl.c
  41. +2
    -2
      src/rlgl.h

+ 2
- 3
examples/resources/shaders/base.vs Ver ficheiro

@ -6,8 +6,7 @@ in vec3 vertexNormal;
out vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@ -15,5 +14,5 @@ void main()
{
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

+ 1
- 1
examples/resources/shaders/bloom.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 3
- 3
examples/resources/shaders/grayscale.fs Ver ficheiro

@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
fragColor = vec4(gray, gray, gray, tintColor.a);
fragColor = vec4(gray, gray, gray, fragTintColor.a);
}

+ 1
- 1
examples/resources/shaders/phong.fs Ver ficheiro

@ -6,7 +6,7 @@ in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);

+ 2
- 2
examples/resources/shaders/phong.vs Ver ficheiro

@ -6,8 +6,8 @@ in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader

+ 4
- 5
examples/resources/shaders/shapes_base.vs Ver ficheiro

@ -4,16 +4,15 @@ attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec4 fragTintColor;
void main()
{
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragTintColor = vertexColor;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

+ 2
- 2
examples/resources/shaders/shapes_grayscale.fs Ver ficheiro

@ -2,11 +2,11 @@
uniform sampler2D texture0;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec4 fragTintColor;
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));

+ 1
- 1
examples/resources/shaders/swirl.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 2
- 3
shaders/gl330/base.vs Ver ficheiro

@ -6,8 +6,7 @@ in vec3 vertexNormal;
out vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@ -15,5 +14,5 @@ void main()
{
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

+ 1
- 1
shaders/gl330/bloom.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gl330/blur.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gl330/cross_hatching.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gl330/cross_stitching.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gl330/dream_vision.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gl330/fisheye.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 3
- 3
shaders/gl330/grayscale.fs Ver ficheiro

@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
fragColor = vec4(gray, gray, gray, tintColor.a);
fragColor = vec4(gray, gray, gray, fragTintColor.a);
}

+ 1
- 1
shaders/gl330/phong.fs Ver ficheiro

@ -6,7 +6,7 @@ in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);

+ 3
- 4
shaders/gl330/phong.vs Ver ficheiro

@ -6,8 +6,7 @@ in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader
@ -21,8 +20,8 @@ void main()
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix * vertexNormal);
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

+ 1
- 1
shaders/gl330/pixel.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gl330/posterization.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gl330/predator.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gl330/scanlines.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gl330/swirl.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 2
- 2
shaders/gl330/template.fs Ver ficheiro

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
@ -15,5 +15,5 @@ void main()
// NOTE: Implement here your fragment shader code
fragColor = texelColor*tintColor;
fragColor = texelColor*fragTintColor;
}

+ 2
- 3
shaders/gles100/base.vs Ver ficheiro

@ -6,8 +6,7 @@ attribute vec3 vertexNormal;
varying vec2 fragTexCoord;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@ -17,5 +16,5 @@ void main()
fragTexCoord = vertexTexCoord;
gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

+ 1
- 1
shaders/gles100/bloom.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gles100/blur.fs Ver ficheiro

@ -4,7 +4,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gles100/cross_hatching.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gles100/cross_stitching.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gles100/dream_vision.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gles100/fisheye.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 3
- 3
shaders/gles100/grayscale.fs Ver ficheiro

@ -5,16 +5,16 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
gl_FragColor = vec4(gray, gray, gray, tintColor.a);
gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
}

+ 1
- 1
shaders/gles100/pixel.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gles100/posterization.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gles100/predator.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gles100/scanlines.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 1
- 1
shaders/gles100/swirl.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables

+ 2
- 2
shaders/gles100/template.fs Ver ficheiro

@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
uniform vec4 tintColor;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
@ -15,5 +15,5 @@ void main()
// NOTE: Implement here your fragment shader code
gl_FragColor = texelColor*tintColor;
gl_FragColor = texelColor*fragTintColor;
}

+ 2
- 2
src/raylib.h Ver ficheiro

@ -336,8 +336,8 @@ typedef struct Shader {
int colorLoc; // Color attibute location point (vertex shader)
// Uniforms
int projectionLoc; // Projection matrix uniform location point (vertex shader)
int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int modelLoc; // Model transformation matrix uniform location point (vertex shader)
int viewLoc; // View transformation matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)

+ 26
- 27
src/rlgl.c Ver ficheiro

@ -1295,9 +1295,10 @@ void rlglDraw(void)
if ((lines.vCounter > 0) || (triangles.vCounter > 0) || (quads.vCounter > 0))
{
glUseProgram(currentShader.id);
Matrix matMVP = MatrixMultiply(modelview, projection); // Create modelview-projection matrix
glUniformMatrix4fv(currentShader.projectionLoc, 1, false, MatrixToFloat(projection));
glUniformMatrix4fv(currentShader.modelviewLoc, 1, false, MatrixToFloat(modelview));
glUniformMatrix4fv(currentShader.mvpLoc, 1, false, MatrixToFloat(matMVP));
glUniform1i(currentShader.mapDiffuseLoc, 0);
}
@ -1520,14 +1521,14 @@ void rlglDrawModel(Model model, Vector3 position, float rotationAngle, Vector3 r
Matrix matModelView = MatrixMultiply(matModel, matView); // Transform to camera-space coordinates
// Calculate model-view-projection matrix (MVP)
o">//Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
Matrix matMVP = MatrixMultiply(matModelView, matProjection); // Transform to screen-space coordinates
// NOTE: Drawing in OpenGL 3.3+, matrices are passed to shader
// TODO: Reduce number of matrices passed to shaders, use only matMVP
glUniformMatrix4fv(model.shader.modelLoc, 1, false, MatrixToFloat(matModel));
glUniformMatrix4fv(model.shader.viewLoc, 1, false, MatrixToFloat(matView));
glUniformMatrix4fv(model.shader.projectionLoc, 1, false, MatrixToFloat(matProjection));
glUniformMatrix4fv(model.shader.modelviewLoc, 1, false, MatrixToFloat(matModelView));
glUniformMatrix4fv(model.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
// Apply color tinting to model
// NOTE: Just update one uniform on fragment shader
@ -2247,13 +2248,13 @@ Shader LoadShader(char *vsFileName, char *fsFileName)
shader.colorLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later
@ -2738,40 +2739,39 @@ static Shader LoadDefaultShader(void)
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
"out vec4 tintColor; \n"
"out vec4 fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char vShaderStr[] = "#version 100 \n"
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 tintColor; \n"
"varying vec4 fragTintColor; \n"
#endif
"uniform mat4 projectionMatrix; \n"
"uniform mat4 modelviewMatrix; \n"
"uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" tintColor = vertexColor; \n"
" gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); \n"
" fragTintColor = vertexColor; \n"
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 tintColor; \n"
"in vec4 fragTintColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = "#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
"varying vec2 fragTexCoord; \n"
"varying vec4 tintColor; \n"
"varying vec4 fragTintColor; \n"
#endif
"uniform sampler2D texture0; \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
" gl_FragColor = texelColor*tintColor; \n"
" gl_FragColor = texelColor*fragTintColor; \n"
"} \n";
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
@ -2788,10 +2788,10 @@ static Shader LoadDefaultShader(void)
shader.normalLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = -1;
@ -2831,12 +2831,11 @@ static Shader LoadSimpleShader(void)
"attribute vec3 vertexNormal; \n"
"varying vec2 fragTexCoord; \n"
#endif
"uniform mat4 projectionMatrix; \n"
"uniform mat4 modelviewMatrix; \n"
"uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); \n"
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader directly defined, no external file required
@ -2849,11 +2848,11 @@ static Shader LoadSimpleShader(void)
"varying vec2 fragTexCoord; \n"
#endif
"uniform sampler2D texture0; \n"
"uniform vec4 tintColor; \n"
"uniform vec4 fragTintColor; \n"
"void main() \n"
"{ \n"
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0, use texture() instead
" gl_FragColor = texelColor*tintColor; \n"
" gl_FragColor = texelColor*fragTintColor; \n"
"} \n";
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
@ -2870,13 +2869,13 @@ static Shader LoadSimpleShader(void)
shader.colorLoc = -1;
// Get handles to GLSL uniform locations (vertex shader)
shader.modelviewLoc = glGetUniformLocation(shader.id, "modelviewMatrix");
shader.mvpLoc = glGetUniformLocation(shader.id, "mvpMatrix");
shader.modelLoc = glGetUniformLocation(shader.id, "modelMatrix");
shader.viewLoc = glGetUniformLocation(shader.id, "viewMatrix");
shader.projectionLoc = glGetUniformLocation(shader.id, "projectionMatrix");
// Get handles to GLSL uniform locations (fragment shader)
shader.tintColorLoc = glGetUniformLocation(shader.id, "tintColor");
shader.tintColorLoc = glGetUniformLocation(shader.id, "fragTintColor");
shader.mapDiffuseLoc = glGetUniformLocation(shader.id, "texture0");
shader.mapNormalLoc = -1; // It can be set later
shader.mapSpecularLoc = -1; // It can be set later

+ 2
- 2
src/rlgl.h Ver ficheiro

@ -159,8 +159,8 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
int colorLoc; // Color attibute location point (vertex shader)
// Uniforms
int projectionLoc; // Projection matrix uniform location point (vertex shader)
int modelviewLoc; // ModelView matrix uniform location point (vertex shader)
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
int modelLoc; // Model transformation matrix uniform location point (vertex shader)
int viewLoc; // View transformation matrix uniform location point (vertex shader)
int tintColorLoc; // Color uniform location point (fragment shader)

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