Holidays 12.10. -> 25.10.2020
~ Moved code around in files. SM.Base: + PostProcessing-system + OnInitialization() for Scenes. + Shader-Extensions + Added option to not react while unfocused to the window. + Added Screenshots to the window. + Connected the log system to the SM.OGL-action system. ~ Replaced IShader with abstract MaterialShader. ~ When a log compression folder doesn't exist, it will create one. SM.OGL: + Added support for UniformArrays + Added ShaderPreProcessing + Added Shader Extensions. + Added Debug actions. + SM.OGL settings ~ Framebuffer Size is automaticly changed, when the window and scale is set. SM2D: + Added easy shader drawing.
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102 changed files with 2683 additions and 1398 deletions
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#version 330
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#define maxInstances 32
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aTex;
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layout(location = 3) in vec4 aColor;
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uniform mat4 MVP;
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uniform bool HasVColor;
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uniform mat4 ModelMatrix[maxInstances];
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uniform vec2 TextureOffset[maxInstances];
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uniform vec2 TextureScale[maxInstances];
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out vec2 vTexture;
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out vec4 vColor;
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//# import SM_base_vertex_basic
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void ApplyTexModifier();
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void CheckVertexColor();
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void ApplyModelTransformation();
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void main() {
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vTexture = aTex * TextureScale[gl_InstanceID] + TextureOffset[gl_InstanceID];
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if (HasVColor) vColor = aColor;
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else vColor = vec4(1);
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gl_Position = MVP * ModelMatrix[gl_InstanceID] * vec4(aPos, 1);
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ApplyTexModifier();
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CheckVertexColor();
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ApplyModelTransformation();
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}
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