mirror of
https://github.com/ppy/osu
synced 2025-01-11 16:49:39 +00:00
Update test shaders
This commit is contained in:
parent
4a97c2c105
commit
8160d56264
@ -1,11 +1,14 @@
|
|||||||
#include "sh_Utils.h"
|
#define HIGH_PRECISION_VERTEX
|
||||||
|
|
||||||
varying mediump vec2 v_TexCoord;
|
#include "sh_Utils.h"
|
||||||
varying mediump vec4 v_TexRect;
|
#include "sh_Masking.h"
|
||||||
|
|
||||||
|
layout(location = 2) in highp vec2 v_TexCoord;
|
||||||
|
|
||||||
|
layout(location = 0) out vec4 o_Colour;
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
float hueValue = v_TexCoord.x / (v_TexRect[2] - v_TexRect[0]);
|
highp float hueValue = v_TexCoord.x / (v_TexRect[2] - v_TexRect[0]);
|
||||||
gl_FragColor = hsv2rgb(vec4(hueValue, 1, 1, 1));
|
o_Colour = getRoundedColor(hsv2rgb(vec4(hueValue, 1, 1, 1)), v_TexCoord);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,31 +1,25 @@
|
|||||||
#include "sh_Utils.h"
|
layout(location = 0) in highp vec2 m_Position;
|
||||||
|
layout(location = 1) in lowp vec4 m_Colour;
|
||||||
|
layout(location = 2) in highp vec2 m_TexCoord;
|
||||||
|
layout(location = 3) in highp vec4 m_TexRect;
|
||||||
|
layout(location = 4) in mediump vec2 m_BlendRange;
|
||||||
|
|
||||||
attribute highp vec2 m_Position;
|
layout(location = 0) out highp vec2 v_MaskingPosition;
|
||||||
attribute lowp vec4 m_Colour;
|
layout(location = 1) out lowp vec4 v_Colour;
|
||||||
attribute mediump vec2 m_TexCoord;
|
layout(location = 2) out highp vec2 v_TexCoord;
|
||||||
attribute mediump vec4 m_TexRect;
|
layout(location = 3) out highp vec4 v_TexRect;
|
||||||
attribute mediump vec2 m_BlendRange;
|
layout(location = 4) out mediump vec2 v_BlendRange;
|
||||||
|
|
||||||
varying highp vec2 v_MaskingPosition;
|
|
||||||
varying lowp vec4 v_Colour;
|
|
||||||
varying mediump vec2 v_TexCoord;
|
|
||||||
varying mediump vec4 v_TexRect;
|
|
||||||
varying mediump vec2 v_BlendRange;
|
|
||||||
|
|
||||||
uniform highp mat4 g_ProjMatrix;
|
|
||||||
uniform highp mat3 g_ToMaskingSpace;
|
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
// Transform from screen space to masking space.
|
// Transform from screen space to masking space.
|
||||||
highp vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
|
highp vec3 maskingPos = g_ToMaskingSpace * vec3(m_Position, 1.0);
|
||||||
v_MaskingPosition = maskingPos.xy / maskingPos.z;
|
v_MaskingPosition = maskingPos.xy / maskingPos.z;
|
||||||
|
|
||||||
v_Colour = m_Colour;
|
v_Colour = m_Colour;
|
||||||
v_TexCoord = m_TexCoord;
|
v_TexCoord = m_TexCoord;
|
||||||
v_TexRect = m_TexRect;
|
v_TexRect = m_TexRect;
|
||||||
v_BlendRange = m_BlendRange;
|
v_BlendRange = m_BlendRange;
|
||||||
|
|
||||||
gl_Position = gProjMatrix * vec4(m_Position, 1.0, 1.0);
|
gl_Position = g_ProjMatrix * vec4(m_Position, 1.0, 1.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user