bubel-ecs/demos/assets/shaders/base.fp
Dawid Masiukiewicz 024356df9b Common update:
-added multiple new function to allocate template and add entity
-updated README.md (complete initial version)
-empty components now don't take memory
-fixedd small bug with TestRunner
-added many new tests (HashMap, Vector, EntityMeta, ...)
-added default hashing function to HashMap
-fixed critical bug with adding entities
-fixed small bug with adding entity with remplacement components
-added asserts into code to better bug detection
-small performance improvement for events
-added ComponentRef structure which contain data pointer and componentID
-remove EntityID from Event structure
-now events are handled before removing entiteis
-fixed GDC compilation
-fixed rendering of rotated sprites
-added weapons as separate entities to space ship and others
-added Tower enemy to SpaceInvaders demo
-added Boss to SpaceInvaders demo (boss has four tower attached to it)
-Boss towers shoot multiple bullets upon death
-fixed critical bug with demos switching
-fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback
-added animation support
-added particles sypport and particles for firing and explostions, and more
-multithreaded rendering now has same rendering order as singlethreaded
-application automaticallu detect host CPU threads count
-added upgrades to SPaceInvaders demo
-fixed texture memory freeing
-improved documentation
-improved multithreaded performance
-improve shader code
-fixed registration issue
-some additional performance improvements
-added depth and colors to rendering parameters
-jobs now has names corresponding to their systems
-change execute() -> willExecute()
-added EntityMeta structure to speedup getting fetching components form entity
-improved multithreading rendering
-added possibility tio change number of threads runtime
-added bullets collision detection in SpaceInvaders demo
-some CI changes
-added VBO batch rendering (current default, no render mode switch yet)
-fixed camera positioning calculation
-fixed buffer issue with WebGL
-added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger.
-center demos gameplay area
-added fullpage html template for Emscripten build
-added many new sprites to atlas
-fixed critical bug with CPU usage in multithreaded mode
-snake render tile coresponding to body part
-snake is destroyed after collision and emit some particles
-added some functionality to vectors
-fixed documentation issue in Manager.d
-more minor code changes and cleanup
2020-05-28 16:48:42 +00:00

55 lines
926 B
GLSL

precision mediump int;
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;
#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()
{
gl_FragColor = TEX(tex,uv) * color;
if(gl_FragColor.a < 0.01)discard;
}