From 39fdda4aaba16990ac271b880059ebeb0d747b43 Mon Sep 17 00:00:00 2001 From: David Thompson Date: Sat, 16 Aug 2014 22:08:13 -0400 Subject: 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. --- data/shaders/default-fragment.glsl | 8 ++++++++ data/shaders/default-vertex.glsl | 11 +++++++++++ data/shaders/font-fragment.glsl | 8 -------- data/shaders/font-vertex.glsl | 15 --------------- data/shaders/sprite-fragment.glsl | 8 -------- data/shaders/sprite-vertex.glsl | 26 -------------------------- 6 files changed, 19 insertions(+), 57 deletions(-) create mode 100644 data/shaders/default-fragment.glsl create mode 100644 data/shaders/default-vertex.glsl delete mode 100644 data/shaders/font-fragment.glsl delete mode 100644 data/shaders/font-vertex.glsl delete mode 100644 data/shaders/sprite-fragment.glsl delete mode 100644 data/shaders/sprite-vertex.glsl (limited to 'data/shaders') 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; -} -- cgit v1.2.3