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:
Mergul 2020-05-07 14:07:07 +02:00
parent 46aba822d0
commit 4bd5a37b5d
13 changed files with 429 additions and 198 deletions

View file

@ -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;
}