Timm Bäder
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52ae384bfd
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gl shaders: unify frag coord handling
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2020-05-10 09:30:15 +02:00 |
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Timm Bäder
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962e38c5c9
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gl renderer: Shorten shaders a bit
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2020-01-24 06:08:39 +01:00 |
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Timm Bäder
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685288216f
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gl renderer: Move rect transformation to the vertex shader
No need to do this for every fragment.
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2020-01-24 06:08:39 +01:00 |
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Timm Bäder
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c8fa1f19db
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gl renderer: Transform rounded rect on the GPU
Change the RoundedRect struct we use in our shaders so we can transform
it using (affine) matrices.
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2020-01-24 06:08:39 +01:00 |
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Timm Bäder
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c79c18f39c
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gl renderer: Shuffle things around a bit
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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fdce30d3f8
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gl renderer: Add some in/out compat glue to the shaders
so we can use _IN_ and _OUT_ and get the right things for
desktop/es/legacy GL.
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2020-01-07 17:27:16 +01:00 |
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Timm Bäder
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1243174e53
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gl renderer: Make RoundedRect work in gles
Which can't return struct types containing arrays. So let's revert to
the previous version but still send the rect along as a vec4[3];
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2020-01-07 17:27:15 +01:00 |
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Timm Bäder
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cc909b160f
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gl renderer: Rewrite shader builder
Use a unified approach to write both vertex and fragment shader in the
same file.
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2020-01-07 17:27:15 +01:00 |
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