standardized glsl variable naming

This commit is contained in:
Brandon 2018-10-07 08:33:37 -06:00
parent 8f9e91e617
commit f4edf628b1
2 changed files with 37 additions and 38 deletions

View File

@ -363,8 +363,8 @@ const (
)
var defaultCanvasVertexFormat = glhf.AttrFormat{
canvasPosition: {Name: "position", Type: glhf.Vec2},
canvasColor: {Name: "color", Type: glhf.Vec4},
canvasTexCoords: {Name: "texCoords", Type: glhf.Vec2},
canvasIntensity: {Name: "intensity", Type: glhf.Float},
canvasPosition: {Name: "aPosition", Type: glhf.Vec2},
canvasColor: {Name: "aColor", Type: glhf.Vec4},
canvasTexCoords: {Name: "aTexCoords", Type: glhf.Vec2},
canvasIntensity: {Name: "aIntensity", Type: glhf.Float},
}

View File

@ -98,14 +98,14 @@ func (gs *glShader) setUniform(name string, value interface{}) {
func baseShader(c *Canvas) {
gs := &glShader{
vf: defaultCanvasVertexFormat,
vs: defaultCanvasVertexShader,
vs: baseCanvasVertexShader,
fs: baseCanvasFragmentShader,
}
gs.setUniform("u_transform", &gs.uniformDefaults.transform)
gs.setUniform("u_colormask", &gs.uniformDefaults.colormask)
gs.setUniform("u_bounds", &gs.uniformDefaults.bounds)
gs.setUniform("u_texbounds", &gs.uniformDefaults.texbounds)
gs.setUniform("uTransform", &gs.uniformDefaults.transform)
gs.setUniform("uColorMask", &gs.uniformDefaults.colormask)
gs.setUniform("uBounds", &gs.uniformDefaults.bounds)
gs.setUniform("uTexBounds", &gs.uniformDefaults.texbounds)
c.shader = gs
}
@ -215,54 +215,53 @@ func getAttrType(v interface{}) (glhf.AttrType, bool) {
}
}
var defaultCanvasVertexShader = `
var baseCanvasVertexShader = `
#version 330 core
in vec2 position;
in vec4 color;
in vec2 texCoords;
in float intensity;
out vec4 Color;
out vec2 texcoords;
out vec2 glpos;
out float Intensity;
in vec2 aPosition;
in vec4 aColor;
in vec2 aTexCoords;
in float aIntensity;
uniform mat3 u_transform;
uniform vec4 u_bounds;
out vec4 vColor;
out vec2 vTexCoords;
out float vIntensity;
uniform mat3 uTransform;
uniform vec4 uBounds;
void main() {
vec2 transPos = (u_transform * vec3(position, 1.0)).xy;
vec2 normPos = (transPos - u_bounds.xy) / u_bounds.zw * 2 - vec2(1, 1);
vec2 transPos = (uTransform * vec3(aPosition, 1.0)).xy;
vec2 normPos = (transPos - uBounds.xy) / uBounds.zw * 2 - vec2(1, 1);
gl_Position = vec4(normPos, 0.0, 1.0);
Color = color;
texcoords = texCoords;
Intensity = intensity;
glpos = transPos;
vColor = aColor;
vTexCoords = aTexCoords;
vIntensity = aIntensity;
}
`
var baseCanvasFragmentShader = `
#version 330 core
in vec4 Color;
in vec2 texcoords;
in float Intensity;
in vec4 vColor;
in vec2 vTexCoords;
in float vIntensity;
out vec4 fragColor;
uniform vec4 u_colormask;
uniform vec4 u_texbounds;
uniform sampler2D u_texture;
uniform vec4 uColorMask;
uniform vec4 uTexBounds;
uniform sampler2D uTexture;
void main() {
if (Intensity == 0) {
fragColor = u_colormask * Color;
if (vIntensity == 0) {
fragColor = uColorMask * vColor;
} else {
fragColor = vec4(0, 0, 0, 0);
fragColor += (1 - Intensity) * Color;
vec2 t = (texcoords - u_texbounds.xy) / u_texbounds.zw;
fragColor += Intensity * Color * texture(u_texture, t);
fragColor *= u_colormask;
fragColor += (1 - vIntensity) * vColor;
vec2 t = (vTexCoords - uTexBounds.xy) / uTexBounds.zw;
fragColor += vIntensity * vColor * texture(uTexture, t);
fragColor *= uColorMask;
}
}
`