diff options
author | David Thompson <dthompson2@worcester.edu> | 2014-08-16 22:08:13 -0400 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2014-08-25 19:33:07 -0400 |
commit | 39fdda4aaba16990ac271b880059ebeb0d747b43 (patch) | |
tree | 5190bd82d764237dc6371c41cec469550dccd237 /data | |
parent | 2f27f5c49a61d0d891b2d2f045915a89365762ae (diff) |
Use a single default shader for all meshes.
* data/shaders/default-fragment.glsl: New file.
* data/shaders/default-vertex.glsl: New file.
* data/shaders/font-fragment.glsl: Delete.
* data/shaders/font-vertex.glsl: Delete.
* data/shaders/sprite-fragment.glsl: Delete.
* data/shaders/sprite-vertex.glsl: Delete.
* examples/common.scm: Remove call to enable-sprites.
* sly/font.scm (font-shader): Delete.
(enable-fonts): Remove shader loading.
(make-label): Use default shader.
* sly/shape.scm (make-cube): Make texture and shader optional keyword
arguments.
* sly/sprite.scm (sprite-shader, enable-sprites): Delete.
(make-sprite): Make shader an optional keyword argument.
Diffstat (limited to 'data')
-rw-r--r-- | data/shaders/default-fragment.glsl | 8 | ||||
-rw-r--r-- | data/shaders/default-vertex.glsl | 11 | ||||
-rw-r--r-- | data/shaders/font-fragment.glsl | 8 | ||||
-rw-r--r-- | data/shaders/font-vertex.glsl | 15 | ||||
-rw-r--r-- | data/shaders/sprite-fragment.glsl | 8 | ||||
-rw-r--r-- | data/shaders/sprite-vertex.glsl | 26 |
6 files changed, 19 insertions, 57 deletions
diff --git a/data/shaders/default-fragment.glsl b/data/shaders/default-fragment.glsl new file mode 100644 index 0000000..e90adbe --- /dev/null +++ b/data/shaders/default-fragment.glsl @@ -0,0 +1,8 @@ +#version 130 + +in vec2 frag_tex; +uniform sampler2D color_texture; + +void main (void) { + gl_FragColor = texture2D(color_texture, frag_tex); +} diff --git a/data/shaders/default-vertex.glsl b/data/shaders/default-vertex.glsl new file mode 100644 index 0000000..11f389f --- /dev/null +++ b/data/shaders/default-vertex.glsl @@ -0,0 +1,11 @@ +#version 130 + +in vec3 position; +in vec2 tex; +out vec2 frag_tex; +uniform mat4 mvp; + +void main(void) { + frag_tex = tex; + gl_Position = mvp * vec4(position.xyz, 1.0); +} diff --git a/data/shaders/font-fragment.glsl b/data/shaders/font-fragment.glsl deleted file mode 100644 index 3dd10f1..0000000 --- a/data/shaders/font-fragment.glsl +++ /dev/null @@ -1,8 +0,0 @@ -#version 120 - -uniform sampler2D color_texture; -uniform vec4 color; - -void main (void) { - gl_FragColor = texture2D(color_texture, gl_TexCoord[0].st) * color; -} diff --git a/data/shaders/font-vertex.glsl b/data/shaders/font-vertex.glsl deleted file mode 100644 index 196da12..0000000 --- a/data/shaders/font-vertex.glsl +++ /dev/null @@ -1,15 +0,0 @@ -#version 120 - -uniform mat4 projection; -uniform vec2 position; -uniform vec2 anchor; - -void main(void) { - mat4 translation = mat4(1.0, 0.0, 0.0, position.x - anchor.x, - 0.0, 1.0, 0.0, position.y - anchor.y, - 0.0, 0.0, 1.0, 0.0, - 0.0, 0.0, 0.0, 1.0); - - gl_Position = projection * (gl_Vertex * translation); - gl_TexCoord[0] = gl_MultiTexCoord0; -} diff --git a/data/shaders/sprite-fragment.glsl b/data/shaders/sprite-fragment.glsl deleted file mode 100644 index 3dd10f1..0000000 --- a/data/shaders/sprite-fragment.glsl +++ /dev/null @@ -1,8 +0,0 @@ -#version 120 - -uniform sampler2D color_texture; -uniform vec4 color; - -void main (void) { - gl_FragColor = texture2D(color_texture, gl_TexCoord[0].st) * color; -} diff --git a/data/shaders/sprite-vertex.glsl b/data/shaders/sprite-vertex.glsl deleted file mode 100644 index d6efd3f..0000000 --- a/data/shaders/sprite-vertex.glsl +++ /dev/null @@ -1,26 +0,0 @@ -#version 120 - -uniform mat4 projection; -uniform vec2 position; -uniform vec2 anchor; -uniform vec2 scale; -uniform float rotation; - -void main(void) { - mat4 rotationMatrix = mat4(cos(rotation), -sin(rotation), 0.0, 0.0, - sin(rotation), cos(rotation), 0.0, 0.0, - 0.0, 0.0, 1.0, 0.0, - 0.0, 0.0, 0.0, 1.0); - mat4 translationMatrix = mat4(1.0, 0.0, 0.0, position.x - anchor.x, - 0.0, 1.0, 0.0, position.y - anchor.y, - 0.0, 0.0, 1.0, 0.0, - 0.0, 0.0, 0.0, 1.0); - mat4 scaleMatrix = mat4(scale.x, 0.0, 0.0, 0.0, - 0.0, scale.y, 0.0, 0.0, - 0.0, 0.0, 1.0, 0.0, - 0.0, 0.0, 0.0, 1.0); - - gl_Position = projection * (gl_Vertex * scaleMatrix * - rotationMatrix * translationMatrix); - gl_TexCoord[0] = gl_MultiTexCoord0; -} |