所有vertex shader传入数据Vertex改名为Position

This commit is contained in:
hyzboy 2020-09-05 18:56:01 +08:00
parent 134fa86c09
commit 7f2ffa2e7c
19 changed files with 46 additions and 46 deletions

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 0) in vec3 Position;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{
@ -23,10 +23,10 @@ layout(push_constant) uniform Consts {
mat4 local_to_world;
} pc;
layout(location = 0) out vec4 FragmentVertex;
layout(location = 0) out vec4 FragmentPosition;
void main()
{
FragmentVertex=vec4(Vertex,1.0)*pc.local_to_world*world.mvp;
gl_Position=FragmentVertex;
FragmentPosition=vec4(Position,1.0)*pc.local_to_world*world.mvp;
gl_Position=FragmentPosition;
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec4 Vertex;
layout(location = 0) in vec4 Position;
layout(location = 1) in vec4 TexCoord;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
@ -25,8 +25,8 @@ layout(location=0) out vec4 GeometryTexCoord;
void main()
{
vec4 lt=vec4(Vertex.xy,vec2(0,1));
vec4 rb=vec4(Vertex.zw,vec2(0,1));
vec4 lt=vec4(Position.xy,vec2(0,1));
vec4 rb=vec4(Position.zw,vec2(0,1));
vec4 lt_fin=lt*world.ortho;
vec4 rb_fin=rb*world.ortho;

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 0) in vec2 Position;
layout(location = 1) in vec3 Color;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
@ -26,5 +26,5 @@ void main()
{
FragmentColor=vec4(Color,1.0);
gl_Position=vec4(Vertex,0.0,1.0)*world.ortho;
gl_Position=vec4(Position,0.0,1.0)*world.ortho;
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Color;
layout(location = 2) in vec3 Normal;
@ -23,5 +23,5 @@ void main()
{
FragmentColor=vec4(Color,1.0);
gl_Position=vec4(Vertex,1.0)*world.mvp;
gl_Position=vec4(Position,1.0)*world.mvp;
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 0) in vec2 Position;
layout(location = 1) in vec2 TexCoord;
layout(binding = 0) uniform WorldMatrix
@ -18,5 +18,5 @@ void main()
{
FragmentTexCoord=TexCoord;
gl_Position=vec4(Vertex,0.0,1.0)*world.ortho;
gl_Position=vec4(Position,0.0,1.0)*world.ortho;
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
@ -31,5 +31,5 @@ void main()
{
FragmentNormal=normalize(Normal*mat3(pc.local_to_world));
gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
gl_Position=vec4(Position,1.0)*(pc.local_to_world*world.mvp);
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 0) in vec2 Position;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{
@ -22,5 +22,5 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
void main()
{
gl_Position=vec4(Vertex,0.0,1.0)*world.ortho;
gl_Position=vec4(Position,0.0,1.0)*world.ortho;
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 0) in vec3 Position;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{
@ -26,5 +26,5 @@ layout(push_constant) uniform Consts {
void main()
{
gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
gl_Position=vec4(Position,1.0)*(pc.local_to_world*world.mvp);
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec4 Color;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
@ -32,5 +32,5 @@ void main()
{
FragmentColor=Color;
gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
gl_Position=vec4(Position,1.0)*(pc.local_to_world*world.mvp);
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 0) in vec2 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 FragmentTexCoord;
@ -11,6 +11,6 @@ layout(push_constant) uniform Consts {
void main()
{
gl_Position=vec4(Vertex,0.0,1.0)*pc.local_to_world;
gl_Position=vec4(Position,0.0,1.0)*pc.local_to_world;
FragmentTexCoord=TexCoord;
}

View File

@ -1,4 +1,4 @@
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
@ -49,5 +49,5 @@ void main()
{
FragmentColor=ComputeSunlightFinalColor(color_material.color,color_material.ambient);
gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
gl_Position=vec4(Position,1.0)*(pc.local_to_world*world.mvp);
}

View File

@ -15,9 +15,9 @@ layout (location = 2) out vec4 FragWorldPos;
void main()
{
FragWorldPos=vec4(FragmentWorldPos,1.0);
FragWorldPos=vec4(FragmentWorldPos,1.0);
FragAlbedo =texture(samplerAlbedo,FragmentTexCoord)*vec4(FragmentColor,1.0);
vec3 N = normalize(FragmentNormal);
N.y = -N.y;
vec3 T = normalize(FragmentTangent);
@ -25,4 +25,4 @@ void main()
mat3 TBN = mat3(T, B, N);
vec3 tnorm = TBN * normalize(texture(samplerNormalMap, FragmentTexCoord).xyz * 2.0 - vec3(1.0));
FragNormal = vec4(tnorm, 1.0);
}
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Color;
layout(location = 2) in vec3 Normal;
layout(location = 3) in vec3 Tangent;
@ -28,13 +28,13 @@ layout(location = 4) out vec2 FragmentTexCoord;
void main()
{
FragmentColor=Color;
FragmentWorldPos=vec3(vec4(Vertex,1.0)*pc.local_to_world);
FragmentTexCoord=TexCoord;
FragmentWorldPos=vec3(vec4(Position,1.0)*pc.local_to_world);
FragmentTexCoord=TexCoord;
FragmentTexCoord.t=1.0-TexCoord.t;
mat3 mNormal=transpose(inverse(mat3(pc.local_to_world)));
FragmentNormal=mNormal*normalize(Normal);
FragmentTangent=mNormal*normalize(Tangent);
gl_Position=vec4(Vertex,1.0)*world.mvp;
gl_Position=vec4(Position,1.0)*world.mvp;
}

View File

@ -1,12 +1,12 @@
#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 0) in vec2 Position;
layout(location = 0) out vec2 FragmentPosition;
void main()
{
gl_Position=vec4(Vertex,0.0,1.0);
gl_Position=vec4(Position,0.0,1.0);
FragmentPosition=(Vertex+1.0)/2.0;
FragmentPosition=(Position+1.0)/2.0;
}

View File

@ -1,13 +1,13 @@
#version 450 core
layout(location = 0) in vec2 Vertex;
layout(location = 0) in vec2 Position;
layout(location = 0) out uint FragmentTexID;
layout(location = 1) out vec2 FragmentTexCoord;
void main()
{
gl_Position=vec4(Vertex,0.0,1.0);
gl_Position=vec4(Position,0.0,1.0);
FragmentTexCoord=(Vertex+1.0)/2.0;
FragmentTexCoord=(Position+1.0)/2.0;
}

View File

@ -1,6 +1,6 @@
#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 2) in vec3 Normal;
layout(location = 3) in vec3 Tangent;
@ -33,7 +33,7 @@ layout(location = 3) out vec2 FragmentTexCoord;
void main()
{
vec4 pos=vec4(Vertex,1.0)*pc.local_to_world;
vec4 pos=vec4(Position,1.0)*pc.local_to_world;
gl_Position=pos*world.mvp;

View File

@ -1,6 +1,6 @@
#version 450
layout(location = 0) in vec3 Vertex;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec3 Normal;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
@ -30,7 +30,7 @@ layout(location=1) out vec3 FragmentWorldNormal;
void main()
{
FragmentWorldPos = Vertex*mat3(pc.local_to_world);
FragmentWorldPos = Position*mat3(pc.local_to_world);
FragmentWorldNormal = Normal*mat3(pc.local_to_world);
gl_Position = vec4(FragmentWorldPos,1.0)*world.mvp;

View File

@ -5,13 +5,13 @@
* Create by ShaderMaker
*/
layout(location = 0) in vec2 Vertex;
layout(location = 0) in vec2 Position;
layout(location = 0) out vec2 vs_out_position;
void main()
{
gl_Position=vec4(Vertex,0.0,1.0);
gl_Position=vec4(Position,0.0,1.0);
vs_out_position=(Vertex+1.0)/2.0;
vs_out_position=(Position+1.0)/2.0;
}