From f4edf628b1109f3d101ec8a1b2a851cf407c2ec0 Mon Sep 17 00:00:00 2001 From: Brandon Date: Sun, 7 Oct 2018 08:33:37 -0600 Subject: [PATCH] standardized glsl variable naming --- pixelgl/canvas.go | 8 +++--- pixelgl/glshader.go | 67 ++++++++++++++++++++++----------------------- 2 files changed, 37 insertions(+), 38 deletions(-) diff --git a/pixelgl/canvas.go b/pixelgl/canvas.go index 8a5be0b..05269f0 100644 --- a/pixelgl/canvas.go +++ b/pixelgl/canvas.go @@ -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}, } diff --git a/pixelgl/glshader.go b/pixelgl/glshader.go index d1eb3a3..33e4f61 100644 --- a/pixelgl/glshader.go +++ b/pixelgl/glshader.go @@ -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; } } `