Forráskód Böngészése

Use 300 es shader for default gl/webgl shader (works with both APIs)

Karl Zylinski 1 hónapja
szülő
commit
4ec00f3e66

+ 2 - 1
render_backend_gl_default_fragment_shader.glsl

@@ -1,4 +1,5 @@
-#version 330
+#version 300 es
+precision highp float;
 in vec2 frag_texcoord;
 in vec4 frag_color;
 out vec4 final_color;

+ 2 - 1
render_backend_gl_default_vertex_shader.glsl

@@ -1,4 +1,5 @@
-#version 330
+#version 300 es
+precision highp float;
 layout(location = 0) in vec3 position;
 layout(location = 1) in vec2 texcoord;
 layout(location = 2) in vec4 color;

+ 2 - 2
render_backend_webgl.odin

@@ -714,12 +714,12 @@ webgl_destroy_shader :: proc(h: Shader_Handle) {
 }
 
 webgl_default_shader_vertex_source :: proc() -> []byte {
-	vertex_source := #load("render_backend_webgl_default_vertex_shader.glsl")
+	vertex_source := #load("render_backend_gl_default_vertex_shader.glsl")
 	return vertex_source
 }
 
 webgl_default_shader_fragment_source :: proc() -> []byte {
-	fragment_source := #load("render_backend_webgl_default_fragment_shader.glsl")
+	fragment_source := #load("render_backend_gl_default_fragment_shader.glsl")
 	return fragment_source
 }
 

+ 0 - 13
render_backend_webgl_default_fragment_shader.glsl

@@ -1,13 +0,0 @@
-#version 300 es
-precision highp float;
-in vec2 frag_texcoord;
-in vec4 frag_color;
-out vec4 final_color;
-
-uniform sampler2D tex;
-
-void main()
-{
-    vec4 c = texture(tex, frag_texcoord);
-    final_color = c * frag_color;
-}

+ 0 - 17
render_backend_webgl_default_vertex_shader.glsl

@@ -1,17 +0,0 @@
-#version 300 es
-precision highp float;
-layout(location = 0) in vec3 position;
-layout(location = 1) in vec2 texcoord;
-layout(location = 2) in vec4 color;
-
-out vec2 frag_texcoord;
-out vec4 frag_color;
-
-uniform mat4 mvp;
-
-void main()
-{
-    frag_texcoord = texcoord;
-    frag_color = color;
-    gl_Position = mvp * vec4(position, 1.0);
-}