Fix build failures after parabola merge

This commit is contained in:
Brad Davis 2018-07-30 16:06:39 -07:00 committed by Bradley Austin Davis
parent df031b5d93
commit 6ed7512112
4 changed files with 9 additions and 15 deletions

View file

@ -12,11 +12,9 @@
#include <StencilMaskPass.h>
#include <DependencyManager.h>
#include <shaders/Shaders.h>
#include "ParabolaPick.h"
#include "render-utils/parabola_vert.h"
#include "render-utils/parabola_frag.h"
const glm::vec4 ParabolaPointer::RenderState::ParabolaRenderItem::DEFAULT_PARABOLA_COLOR { 1.0f };
const float ParabolaPointer::RenderState::ParabolaRenderItem::DEFAULT_PARABOLA_WIDTH { 0.01f };
const bool ParabolaPointer::RenderState::ParabolaRenderItem::DEFAULT_PARABOLA_ISVISIBLEINSECONDARYCAMERA { false };
@ -326,13 +324,7 @@ void ParabolaPointer::RenderState::ParabolaRenderItem::updateKey() {
const gpu::PipelinePointer ParabolaPointer::RenderState::ParabolaRenderItem::getParabolaPipeline() {
if (!_parabolaPipeline || !_transparentParabolaPipeline) {
auto vs = parabola_vert::getShader();
auto ps = parabola_frag::getShader();
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;
slotBindings.insert(gpu::Shader::Binding(std::string("parabolaData"), 0));
gpu::Shader::makeProgram(*program, slotBindings);
gpu::ShaderPointer program = gpu::Shader::createProgram(shader::render_utils::program::parabola);
{
auto state = std::make_shared<gpu::State>();

View file

@ -9,9 +9,9 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
in vec4 _color;
layout(location=0) in vec4 _color;
out vec4 _fragColor;
layout(location=0) out vec4 _fragColor;
void main(void) {
_fragColor = _color;

View file

@ -12,7 +12,7 @@
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
layout(std140) uniform parabolaData {
layout(std140, binding=0) uniform parabolaData {
vec3 velocity;
float parabolicDistance;
vec3 acceleration;
@ -22,7 +22,7 @@ layout(std140) uniform parabolaData {
ivec3 spare;
};
out vec4 _color;
layout(location=0) out vec4 _color;
void main(void) {
_color = color;

View file

@ -69,6 +69,8 @@ AUTOSCRIBE_PROGRAM(NAME simple_textured_unlit_fade VERTEX simple_fade)
AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured_fade VERTEX simple_fade)
AUTOSCRIBE_PROGRAM(NAME simple_transparent_textured_unlit_fade VERTEX simple_fade)
AUTOSCRIBE_PROGRAM(NAME parabola)
AUTOSCRIBE_PROGRAM(NAME sdf_text3D)
AUTOSCRIBE_PROGRAM(NAME sdf_text3D_transparent VERTEX sdf_text3D)