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f89c93ea8e
gtk2
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gsk
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glsl
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gl3_common.vs.glsl
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gl renderer: Rework program creation Make sure all uniform names have to match between the shader names and the _location integers we save in every Program struct.
2017-11-30 17:47:55 +00:00
uniform mat4 u_projection;
uniform mat4 u_modelview;
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
in vec2 aPosition;
in 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
out vec2 vUv;
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