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387ed37f74
gtk2
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gsk
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resources
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glsl
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gl_common.vs.glsl
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gsk: Rename uniforms and attributes in shaders Use appropriate names, and annotate the names with the types — 'u' for uniforms, 'a' for attributes. The common preambles for shaders are split from the bodies, so we need some way to distinguish the uniforms and the attributes just from their name.
2016-07-21 16:17:49 +00:00
uniform mat4 uMVP;
gsk: Rework how GLSL shaders are built The GL renderer should build the GLSL shaders using GskShaderBuilder. This allows us to separate the common parts into separate files, and assemble them as necessary, instead of shipping one big shader per type of GL API (GL3, GL legacy, and GLES).
2016-07-03 20:12:22 +00:00
gsk: Rename uniforms and attributes in shaders Use appropriate names, and annotate the names with the types — 'u' for uniforms, 'a' for attributes. The common preambles for shaders are split from the bodies, so we need some way to distinguish the uniforms and the attributes just from their name.
2016-07-21 16:17:49 +00:00
attribute vec2 aPosition;
attribute vec2 aUv;
gsk: Rework how GLSL shaders are built The GL renderer should build the GLSL shaders using GskShaderBuilder. This allows us to separate the common parts into separate files, and assemble them as necessary, instead of shipping one big shader per type of GL API (GL3, GL legacy, and GLES).
2016-07-03 20:12:22 +00:00
varying vec2 vUv;
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