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FIxed a few shaders varyings, problem identified on MAC to be solved
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parent
785fd03085
commit
d3fc05e99f
9 changed files with 56 additions and 56 deletions
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@ -15,9 +15,9 @@
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uniform sampler2D colorMap;
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uniform sampler2D colorMap;
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uniform vec4 color;
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uniform vec4 color;
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in vec2 varTexcoord;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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out vec4 outFragColor;
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void main(void) {
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void main(void) {
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outFragColor = texture(colorMap, varTexcoord) * color;
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outFragColor = texture(colorMap, varTexCoord0) * color;
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}
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}
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@ -19,7 +19,7 @@
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uniform vec4 texcoordRect;
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uniform vec4 texcoordRect;
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out vec2 varTexcoord;
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out vec2 varTexCoord0;
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void main(void) {
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void main(void) {
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const vec4 UNIT_QUAD[4] = vec4[4](
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const vec4 UNIT_QUAD[4] = vec4[4](
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@ -35,5 +35,5 @@ void main(void) {
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TransformObject obj = getTransformObject();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
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<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
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varTexcoord = ((pos.xy + 1) * 0.5) * texcoordRect.zw + texcoordRect.xy;
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varTexCoord0 = ((pos.xy + 1) * 0.5) * texcoordRect.zw + texcoordRect.xy;
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}
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}
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@ -14,9 +14,9 @@
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uniform sampler2D colorMap;
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uniform sampler2D colorMap;
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in vec2 varTexcoord;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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out vec4 outFragColor;
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void main(void) {
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void main(void) {
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outFragColor = texture(colorMap, varTexcoord);
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outFragColor = texture(colorMap, varTexCoord0);
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}
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}
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@ -15,9 +15,9 @@
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uniform sampler2D colorMap;
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uniform sampler2D colorMap;
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in vec2 varTexcoord;
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in vec2 varTexCoord0;
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out vec4 outFragColor;
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out vec4 outFragColor;
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void main(void) {
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void main(void) {
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outFragColor = vec4(texture(colorMap, varTexcoord).xyz, 1.0);
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outFragColor = vec4(texture(colorMap, varTexCoord0).xyz, 1.0);
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}
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}
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@ -16,7 +16,7 @@
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<$declareStandardTransform()$>
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<$declareStandardTransform()$>
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out vec2 varTexcoord;
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out vec2 varTexCoord0;
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void main(void) {
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void main(void) {
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const vec4 UNIT_QUAD[4] = vec4[4](
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const vec4 UNIT_QUAD[4] = vec4[4](
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@ -32,5 +32,5 @@ void main(void) {
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TransformObject obj = getTransformObject();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
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<$transformModelToClipPos(cam, obj, pos, gl_Position)$>
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varTexcoord = (pos.xy + 1) * 0.5;
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varTexCoord0 = (pos.xy + 1) * 0.5;
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}
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}
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@ -16,7 +16,7 @@
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<$declareStandardTransform()$>
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<$declareStandardTransform()$>
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out vec2 varTexcoord;
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out vec2 varTexCoord0;
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void main(void) {
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void main(void) {
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const vec4 UNIT_QUAD[4] = vec4[4](
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const vec4 UNIT_QUAD[4] = vec4[4](
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@ -34,5 +34,5 @@ void main(void) {
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<$transformModelToWorldPos(obj, tc, tc)$>
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<$transformModelToWorldPos(obj, tc, tc)$>
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gl_Position = pos;
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gl_Position = pos;
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varTexcoord = tc.xy;
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varTexCoord0 = tc.xy;
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}
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}
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@ -19,8 +19,8 @@ uniform sampler2D originalTexture;
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// the interpolated normal
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// the interpolated normal
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in vec3 _normal;
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in vec3 _normal;
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in vec4 _texCoord0;
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in vec3 _color;
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in vec4 _color;
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in vec2 _texCoord0;
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void main(void) {
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0.st);
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vec4 texel = texture(originalTexture, _texCoord0.st);
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@ -14,18 +14,18 @@
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// the texture
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// the texture
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uniform sampler2D colorMap;
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uniform sampler2D colorMap;
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in vec3 _position;
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in vec3 varPosition;
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in vec3 _normal;
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in vec3 varNormal;
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in vec2 _texCoord0;
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in vec2 varTexCoord0;
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in vec4 _color;
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in vec4 varColor;
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out vec4 _fragColor;
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out vec4 outFragColor;
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void main(void) {
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void main(void) {
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vec4 color = texture(colorMap, _texCoord0);
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vec4 color = texture(colorMap, varTexCoord0);
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// FIXME CORE this isn't working
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// FIXME CORE this isn't working
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//_fragColor = color * _color;
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//_fragColor = color * _color;
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//_fragColor = vec4(color.rgb, color.a * _color.a);
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//_fragColor = vec4(color.rgb, color.a * _color.a);
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//_fragColor = vec4(color.rgb * _color.rgb, color.a);
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//_fragColor = vec4(color.rgb * _color.rgb, color.a);
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_fragColor = color;
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outFragColor = color;
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}
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}
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@ -18,19 +18,19 @@
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<$declareStandardTransform()$>
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<$declareStandardTransform()$>
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out vec3 _position;
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out vec3 varPosition;
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out vec3 _normal;
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out vec3 varNormal;
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out vec2 _texCoord0;
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out vec2 varTexCoord0;
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out vec4 _color;
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out vec4 varColor;
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void main(void) {
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void main(void) {
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_texCoord0 = inTexCoord0.st;
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varTexCoord0 = inTexCoord0.st;
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_color = inColor;
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varColor = inColor;
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// standard transform
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// standard transform
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TransformCamera cam = getTransformCamera();
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TransformCamera cam = getTransformCamera();
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TransformObject obj = getTransformObject();
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TransformObject obj = getTransformObject();
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<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
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<$transformModelToClipPos(cam, obj, inPosition, gl_Position)$>
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<$transformModelToEyeDir(cam, obj, inNormal.xyz, _normal)$>
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<$transformModelToEyeDir(cam, obj, inNormal.xyz, varNormal)$>
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_position = inPosition.xyz;
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varPosition = inPosition.xyz;
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}
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}
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