Adding missing locations

This commit is contained in:
Brad Davis 2018-08-28 09:58:03 -07:00
parent 87b9594bd0
commit 2df2bbef46
6 changed files with 16 additions and 16 deletions

View file

@ -22,8 +22,8 @@ layout(binding=RENDER_UTILS_BUFFER_HIGHLIGHT_PARAMS) uniform highlightParamsBuff
layout(binding=RENDER_UTILS_TEXTURE_HIGHLIGHT_SCENE_DEPTH) uniform sampler2D sceneDepthMap; layout(binding=RENDER_UTILS_TEXTURE_HIGHLIGHT_SCENE_DEPTH) uniform sampler2D sceneDepthMap;
layout(binding=RENDER_UTILS_TEXTURE_HIGHLIGHT_DEPTH) uniform sampler2D highlightedDepthMap; layout(binding=RENDER_UTILS_TEXTURE_HIGHLIGHT_DEPTH) uniform sampler2D highlightedDepthMap;
in vec2 varTexCoord0; layout(location=0) in vec2 varTexCoord0;
out vec4 outFragColor; layout(location=0) out vec4 outFragColor;
const float FAR_Z = 1.0; const float FAR_Z = 1.0;
const float LINEAR_DEPTH_BIAS = 5e-3; const float LINEAR_DEPTH_BIAS = 5e-3;

View file

@ -42,7 +42,7 @@ void main(void) {
} }
#endif #endif
#endif #endif
_texCoord01.xy = vec4(projected.xy, 0.0, 1.0) * gl_Position.w; _texCoord01 = vec4(projected.xy, 0.0, 1.0) * gl_Position.w;
} else { } else {
const float depth = -1.0; //Draw at near plane const float depth = -1.0; //Draw at near plane
const vec4 UNIT_QUAD[4] = vec4[4]( const vec4 UNIT_QUAD[4] = vec4[4](
@ -61,7 +61,7 @@ void main(void) {
#endif #endif
#endif #endif
_texCoord01.xy = vec4((pos.xy + 1.0) * 0.5, 0.0, 1.0); _texCoord01 = vec4((pos.xy + 1.0) * 0.5, 0.0, 1.0);
#ifdef GPU_TRANSFORM_IS_STEREO #ifdef GPU_TRANSFORM_IS_STEREO
#ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN #ifdef GPU_TRANSFORM_STEREO_SPLIT_SCREEN

View file

@ -13,9 +13,9 @@
<@include DeferredBufferWrite.slh@> <@include DeferredBufferWrite.slh@>
<@include gpu/Paint.slh@> <@include gpu/Paint.slh@>
in vec4 varColor; layout(location=0) in vec4 varColor;
in vec3 varTexcoord; layout(location=1) in vec3 varTexcoord;
in vec3 varEyePos; layout(location=2) in vec3 varEyePos;
void main(void) { void main(void) {
if (varColor.w > 0.0) { if (varColor.w > 0.0) {

View file

@ -19,9 +19,9 @@
<$declareWorkloadProxies()$> <$declareWorkloadProxies()$>
out vec4 varColor; layout(location=0) out vec4 varColor;
out vec3 varTexcoord; layout(location=1) out vec3 varTexcoord;
out vec3 varEyePos; layout(location=2) out vec3 varEyePos;
void main(void) { void main(void) {
const vec4 UNIT_SPRITE[3] = vec4[3]( const vec4 UNIT_SPRITE[3] = vec4[3](

View file

@ -14,9 +14,9 @@
<@include DeferredBufferWrite.slh@> <@include DeferredBufferWrite.slh@>
<@include gpu/Paint.slh@> <@include gpu/Paint.slh@>
in vec4 varColor; layout(location=0) in vec4 varColor;
in vec3 varTexcoord; layout(location=1) in vec3 varTexcoord;
in vec3 varEyePos; layout(location=2) in vec3 varEyePos;
void main(void) { void main(void) {
if (varColor.w > 0.0) { if (varColor.w > 0.0) {

View file

@ -18,9 +18,9 @@
<@include WorkloadResource.slh@> <@include WorkloadResource.slh@>
<$declareWorkloadViews()$> <$declareWorkloadViews()$>
out vec4 varColor; layout(location=0) out vec4 varColor;
out vec3 varTexcoord; layout(location=1) out vec3 varTexcoord;
out vec3 varEyePos; layout(location=2) out vec3 varEyePos;
const int NUM_VERTICES_PER_SEGMENT = 2; const int NUM_VERTICES_PER_SEGMENT = 2;
const int NUM_SEGMENT_PER_VIEW_REGION = 65; const int NUM_SEGMENT_PER_VIEW_REGION = 65;