mirror of
https://github.com/JulianGro/overte.git
synced 2025-08-27 04:25:31 +02:00
Use INPUT and OUTPUT templates in shaders. Co-authored-by: Lubosz Sarnecki <lubosz@gmail.com>
25 lines
944 B
GLSL
25 lines
944 B
GLSL
#define BITFIELD highp int
|
|
|
|
#extension GL_EXT_texture_buffer : enable
|
|
|
|
#if defined(HAVE_EXT_clip_cull_distance) && !defined(VULKAN)
|
|
#extension GL_EXT_clip_cull_distance : enable
|
|
#endif
|
|
|
|
#ifdef VULKAN
|
|
#define gl_InstanceID gl_InstanceIndex
|
|
#define gl_VertexID gl_VertexIndex
|
|
#endif
|
|
|
|
#define UNIFORM_BUFFER(SLOT, NAME) layout(std140, binding=SLOT) uniform NAME
|
|
#define TEXTURE(SLOT, TYPE, NAME) layout(binding=SLOT) uniform TYPE NAME
|
|
#define RESOURCE_BUFFER(SLOT, NAME) layout(binding=SLOT) uniform samplerBuffer NAME
|
|
#define INPUT(SLOT, TYPE, NAME) layout(location=SLOT) in TYPE NAME
|
|
#define OUTPUT(SLOT, TYPE, NAME) layout(location=SLOT) out TYPE NAME
|
|
#define FLAT_INPUT(SLOT, TYPE, NAME) layout(location=SLOT) flat in TYPE NAME
|
|
#define FLAT_OUTPUT(SLOT, TYPE, NAME) layout(location=SLOT) flat out TYPE NAME
|
|
|
|
precision highp float;
|
|
precision highp samplerBuffer;
|
|
precision highp sampler2DShadow;
|
|
precision highp sampler2DArrayShadow;
|