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authorJason Maskell <Jason Maskell>2016-08-01 12:10:17 +0700
committerJason Maskell <Jason Maskell>2016-08-01 12:10:17 +0700
commit4f696cb8b1ee6fe6056017272ede68e38abb0564 (patch)
treed8cdb963e00bc8ef60d047c2e647eece6eeaa0bb /src/Quadtree.cpp
parentDon't need FindDirectX anymore, so deleted it and modified the cmake files. (diff)
downloadwaveworks_archive-4f696cb8b1ee6fe6056017272ede68e38abb0564.tar.xz
waveworks_archive-4f696cb8b1ee6fe6056017272ede68e38abb0564.zip
Removed nvsf_ prefix from all shader variables.
Added manually generated glsl.h files for the OpenGL sample. Breaking DRY but no longer need sed and an external CL call to get glsl. Worth the tradeoff. OpenGL sample now compiles and runs but fails at runtime when loading a texture.
Diffstat (limited to 'src/Quadtree.cpp')
-rw-r--r--src/Quadtree.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/src/Quadtree.cpp b/src/Quadtree.cpp
index 7f132db..9e0acd8 100644
--- a/src/Quadtree.cpp
+++ b/src/Quadtree.cpp
@@ -96,24 +96,24 @@ enum ShaderInputsGL2
#if WAVEWORKS_ENABLE_D3D11
const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputD3D11Descs[NumShaderInputsD3D11] = {
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "nvsf_eyepos_buffer", 0 }
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "geom_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "eyepos_buffer", 0 }
};
#endif
#if WAVEWORKS_ENABLE_GNM
const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputGnmDescs[NumShaderInputsGnm] = {
- { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "nvsf_geom_buffer", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "nvsf_eyepos_buffer", 0 }
+ { GFSDK_WaveWorks_ShaderInput_Desc::VertexShader_ConstantBuffer, "geom_buffer", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::HullShader_ConstantBuffer, "eyepos_buffer", 0 }
};
#endif
#if WAVEWORKS_ENABLE_GL
const GFSDK_WaveWorks_ShaderInput_Desc ShaderInputGL2Descs[NumShaderInputsGL2] = {
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_matLocalWorld", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_vsEyePos", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "nvsf_g_MorphParam", 0 },
- { GFSDK_WaveWorks_ShaderInput_Desc::GL_AttribLocation, "nvsf_vPos", 0 }
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "g_matLocalWorld", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "g_vsEyePos", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_VertexShader_UniformLocation, "g_MorphParam", 0 },
+ { GFSDK_WaveWorks_ShaderInput_Desc::GL_AttribLocation, "vPos", 0 }
};
#endif
struct vs_cbuffer