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| author | Jason Maskell <Jason Maskell> | 2016-08-01 12:10:17 +0700 |
|---|---|---|
| committer | Jason Maskell <Jason Maskell> | 2016-08-01 12:10:17 +0700 |
| commit | 4f696cb8b1ee6fe6056017272ede68e38abb0564 (patch) | |
| tree | d8cdb963e00bc8ef60d047c2e647eece6eeaa0bb /src/shader/FoamGeneration_glsl_vs.h | |
| parent | Don't need FindDirectX anymore, so deleted it and modified the cmake files. (diff) | |
| download | waveworks_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/shader/FoamGeneration_glsl_vs.h')
| -rw-r--r-- | src/shader/FoamGeneration_glsl_vs.h | 25 |
1 files changed, 25 insertions, 0 deletions
diff --git a/src/shader/FoamGeneration_glsl_vs.h b/src/shader/FoamGeneration_glsl_vs.h new file mode 100644 index 0000000..519efb2 --- /dev/null +++ b/src/shader/FoamGeneration_glsl_vs.h @@ -0,0 +1,25 @@ +R"glsl( +//------------------------------------------------------------------------------------ +// Global variables +//------------------------------------------------------------------------------------ + +uniform vec4 g_DissipationFactors; +uniform vec4 g_SourceComponents; +uniform vec4 g_UVOffsets; + +uniform sampler2D g_samplerDisplacementMap; + +varying float2 vInterpTexCoord; + +attribute float4 vInPos; +attribute float2 vInTexCoord; + +void main() +{ + // No need to do matrix transform. + gl_Position = vInPos; + + // Pass through general texture coordinate. + vInterpTexCoord = vInTexCoord; +} +)glsl";
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