Demo update and start counting tests times
-Fixed performance issue with multithreading and rendering -start making better shaders (by using many macros) -speed up rendeing when maximum objects count was reached -remove map rendering form Snake demo, and render entities by themself -start adding depth and color rendering parameters -added properly names to jobs (for debugging purpses) -starts adding multithreaded rendering -added some math to vectors -changes execute() to willExecute(). Probably should have different name.
This commit is contained in:
parent
46aba822d0
commit
4bd5a37b5d
13 changed files with 429 additions and 198 deletions
|
|
@ -3,6 +3,31 @@ precision mediump float;
|
|||
precision lowp sampler2D;
|
||||
precision lowp samplerCube;
|
||||
|
||||
|
||||
#ifdef GLES
|
||||
#define TEX(x,y) texture2D(x,y)
|
||||
#if __VERSION__ >290
|
||||
#define M_IN in mediump
|
||||
#define L_IN in lowp
|
||||
#else
|
||||
#define M_IN varying mediump
|
||||
#define L_IN varying lowp
|
||||
#endif
|
||||
#else
|
||||
#define TEX(x,y) texture(x,y)
|
||||
#if __VERSION__ > 320
|
||||
#define M_IN in
|
||||
#define L_IN in
|
||||
#else
|
||||
#define M_IN varying
|
||||
#define L_IN varying
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
M_IN vec2 uv;
|
||||
M_IN vec4 color;
|
||||
/*
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
in mediump vec2 uv;
|
||||
|
|
@ -15,7 +40,7 @@ precision lowp samplerCube;
|
|||
#else
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
#endif
|
||||
#endif*/
|
||||
|
||||
//layout(binding = 0)uniform sampler2D tex;
|
||||
|
||||
|
|
@ -23,20 +48,8 @@ uniform sampler2D tex;
|
|||
|
||||
//layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
gl_FragColor = texture(tex,uv);
|
||||
#else
|
||||
gl_FragColor = texture2D(tex,uv);
|
||||
#endif
|
||||
#else
|
||||
#if __VERSION__ > 320
|
||||
gl_FragColor = texture(tex,uv);
|
||||
#else
|
||||
gl_FragColor = texture2D(tex,uv);
|
||||
#endif
|
||||
#endif
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = TEX(tex,uv);// * color;
|
||||
if(gl_FragColor.a < 0.01)discard;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue