-Demos:
*added ImGUI styles *added new assets (fonts, shaders) *added cimgui.dll *added imports for bindbc-sdl (for WASM) *added simple demo *added demo launcher *added snake demo *impoved demo utils *added cimgui.bc library for WASM -improved wasm build script -small change in vector
This commit is contained in:
parent
73f2aa6861
commit
cb7609dcaa
82 changed files with 11188 additions and 413 deletions
BIN
demos/assets/fonts/Ruda-Bold.ttf
Normal file
BIN
demos/assets/fonts/Ruda-Bold.ttf
Normal file
Binary file not shown.
42
demos/assets/shaders/base.fp
Normal file
42
demos/assets/shaders/base.fp
Normal file
|
|
@ -0,0 +1,42 @@
|
|||
precision mediump int;
|
||||
precision mediump float;
|
||||
precision lowp sampler2D;
|
||||
precision lowp samplerCube;
|
||||
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
in mediump vec2 uv;
|
||||
#else
|
||||
varying mediump vec2 uv;
|
||||
#endif
|
||||
#else
|
||||
#if __VERSION__ > 320
|
||||
in vec2 uv;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
//layout(binding = 0)uniform sampler2D tex;
|
||||
|
||||
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
|
||||
if(gl_FragColor.a < 0.01)discard;
|
||||
}
|
||||
55
demos/assets/shaders/base.vp
Normal file
55
demos/assets/shaders/base.vp
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
precision highp float;
|
||||
precision highp int;
|
||||
precision lowp sampler2D;
|
||||
precision lowp samplerCube;
|
||||
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
layout(location = 0) uniform vec4 matrix_1;
|
||||
layout(location = 1) uniform vec4 matrix_2;
|
||||
layout(location = 2) uniform vec4 uv_transform;
|
||||
|
||||
layout(location = 0) in vec2 positions;
|
||||
layout(location = 1) in vec2 tex_coords;
|
||||
|
||||
out mediump vec2 uv;
|
||||
#else
|
||||
uniform vec4 matrix_1;
|
||||
uniform vec4 matrix_2;
|
||||
uniform vec4 uv_transform;
|
||||
|
||||
attribute vec2 positions;
|
||||
attribute vec2 tex_coords;
|
||||
|
||||
varying mediump vec2 uv;
|
||||
#endif
|
||||
#else
|
||||
#if __VERSION__ > 320
|
||||
layout(location = 0) uniform vec4 matrix_1;
|
||||
layout(location = 1) uniform vec4 matrix_2;
|
||||
layout(location = 2) uniform vec4 uv_transform;
|
||||
|
||||
layout(location = 0) in vec2 positions;
|
||||
layout(location = 1) in vec2 tex_coords;
|
||||
|
||||
out vec2 uv;
|
||||
#else
|
||||
uniform vec4 matrix_1;
|
||||
uniform vec4 matrix_2;
|
||||
uniform vec4 uv_transform;
|
||||
|
||||
attribute vec2 positions;
|
||||
attribute vec2 tex_coords;
|
||||
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 position = mat3(matrix_1.x,matrix_1.y,0,matrix_1.z,matrix_1.w,0,matrix_2.xy,1) * vec3(positions,1.0);
|
||||
uv = tex_coords * uv_transform.zw + uv_transform.xy;
|
||||
|
||||
gl_Position = vec4(position.xy,0,1.0);
|
||||
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue