diff --git a/shader/Atomsphere.vert b/shader/Atomsphere.vert index 7d80f6b..a162bee 100644 --- a/shader/Atomsphere.vert +++ b/shader/Atomsphere.vert @@ -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; } diff --git a/shader/DrawRect2D.vert b/shader/DrawRect2D.vert index 8acacef..a028fb6 100644 --- a/shader/DrawRect2D.vert +++ b/shader/DrawRect2D.vert @@ -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; diff --git a/shader/FlatColor.vert b/shader/FlatColor.vert index c3f777a..9d7d4af 100644 --- a/shader/FlatColor.vert +++ b/shader/FlatColor.vert @@ -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; } diff --git a/shader/FlatColor3D.vert b/shader/FlatColor3D.vert index 2cfe1cb..b624172 100644 --- a/shader/FlatColor3D.vert +++ b/shader/FlatColor3D.vert @@ -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; } diff --git a/shader/FlatTexture.vert b/shader/FlatTexture.vert index 83b5834..3981e29 100644 --- a/shader/FlatTexture.vert +++ b/shader/FlatTexture.vert @@ -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; } diff --git a/shader/LightPosition3D.vert b/shader/LightPosition3D.vert index da5f9ed..ff359d3 100644 --- a/shader/LightPosition3D.vert +++ b/shader/LightPosition3D.vert @@ -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); } diff --git a/shader/OnlyPosition.vert b/shader/OnlyPosition.vert index 536faf1..9e05e8b 100644 --- a/shader/OnlyPosition.vert +++ b/shader/OnlyPosition.vert @@ -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; } diff --git a/shader/OnlyPosition3D.vert b/shader/OnlyPosition3D.vert index e5e269b..5b2e5a2 100644 --- a/shader/OnlyPosition3D.vert +++ b/shader/OnlyPosition3D.vert @@ -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); } diff --git a/shader/PositionColor3D.vert b/shader/PositionColor3D.vert index 54b024e..16e01ef 100644 --- a/shader/PositionColor3D.vert +++ b/shader/PositionColor3D.vert @@ -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); } diff --git a/shader/Texture2D.vert b/shader/Texture2D.vert index 11a4733..a2efb0a 100644 --- a/shader/Texture2D.vert +++ b/shader/Texture2D.vert @@ -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; } diff --git a/shader/UBO/WorldMatrix.glsl b/shader/UBO/WorldMatrix.glsl index fec9691..3acdd8a 100644 --- a/shader/UBO/WorldMatrix.glsl +++ b/shader/UBO/WorldMatrix.glsl @@ -1,4 +1,4 @@ -layout(binding=0) uniform WorldMatrix // hgl/math/Math.h +uniform WorldMatrix // hgl/math/Math.h { mat4 ortho; diff --git a/shader/VertexLight.vert b/shader/VertexLight.vert index d6908c2..41d9d1b 100644 --- a/shader/VertexLight.vert +++ b/shader/VertexLight.vert @@ -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); } diff --git a/shader/c_gbuffer.frag b/shader/c_gbuffer.frag index 71c1b6f..db75cc6 100644 --- a/shader/c_gbuffer.frag +++ b/shader/c_gbuffer.frag @@ -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); -} \ No newline at end of file +} diff --git a/shader/c_gbuffer.vert b/shader/c_gbuffer.vert index 49d471a..ff3f34e 100644 --- a/shader/c_gbuffer.vert +++ b/shader/c_gbuffer.vert @@ -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; } diff --git a/shader/gbuffer_composition.vert b/shader/gbuffer_composition.vert index 2edde84..f075e56 100644 --- a/shader/gbuffer_composition.vert +++ b/shader/gbuffer_composition.vert @@ -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; } diff --git a/shader/gbuffer_debug.vert b/shader/gbuffer_debug.vert index 83bd796..45b89fe 100644 --- a/shader/gbuffer_debug.vert +++ b/shader/gbuffer_debug.vert @@ -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; } diff --git a/shader/gbuffer_opaque.vert b/shader/gbuffer_opaque.vert index 6f25106..80f272a 100644 --- a/shader/gbuffer_opaque.vert +++ b/shader/gbuffer_opaque.vert @@ -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; diff --git a/shader/pbr_Light.vert b/shader/pbr_Light.vert index 15964fc..a69c682 100644 --- a/shader/pbr_Light.vert +++ b/shader/pbr_Light.vert @@ -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; diff --git a/shader/r_composition.vert b/shader/r_composition.vert index c566fd2..61db5e4 100644 --- a/shader/r_composition.vert +++ b/shader/r_composition.vert @@ -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; }