bubel-ecs/demos/assets/shaders/circle.vp
Mergul 56f870bac6 -updated README.md
-fixed shaders for GL2
-added Entity selection tool
-throw out tools from "Demo" window to "Tools" window
-change ComboBox to Tabs for Tools
-Added more verbose tips
-Improved and fixed BrickBreaker collisions
-fixed simple DUB issue
2021-03-01 12:16:02 +01:00

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#ifdef GLES
precision highp float;
precision highp int;
precision lowp sampler2D;
precision lowp samplerCube;
#if __VERSION__ >290
#define LOC(x) layout(location = x)
#define ATT in
#define M_OUT out mediump
#define L_OUT out lowp
#else
#define LOC(x)
#define ATT attribute
#define M_OUT varying mediump
#define L_OUT varying lowp
#endif
#else
#if __VERSION__ > 320
#define LOC(x) layout(location = x)
#define ATT in
#define M_OUT out
#define L_OUT out
#else
#define LOC(x)
#define ATT attribute
#define M_OUT varying
#define L_OUT varying
#endif
#endif
/*
#ifdef GLES
#if __VERSION__ >290
uniform vec4 matrix_1;
uniform vec4 matrix_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
uniform vec4 matrix_1;
uniform vec4 matrix_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*/
//#define VBO_BATCH 1
//M_OUT vec2 uv;
//L_OUT vec4 color;
M_OUT vec2 pos;
M_OUT float edge;
//flat M_OUT vec2 fpos;
LOC(0) ATT vec2 positions;
//LOC(1) ATT vec2 tex_coords;
#ifdef VBO_BATCH
LOC(2) ATT float depth;
LOC(3) ATT vec4 vcolor;
#else
uniform vec4 matrix_1;
uniform vec4 matrix_2;
//uniform vec4 uv_transform;
//uniform vec4 vcolor;
//float depth = matrix_2.z;
#endif
void main() {
//#ifdef VBO_BATCH
// vec3 position = vec3(positions*4.0,1.0);
// uv = tex_coords;
//#else
//edge = mix(0.1, 0.96, (matrix_2.z / 256));
edge = (matrix_1.w - matrix_2.z) / matrix_1.w;//matrix_2.z;//clamp((matrix_2,0.0,1.0);
edge *= edge;
pos = positions * 2.0;// / matrix_2.zw * 2;
//fpos = positions * matrix_2.xy;
vec3 position = mat3(matrix_1.x,matrix_1.y,0,matrix_1.z,matrix_1.w,0,matrix_2.xy,1.0) * vec3(positions,1.0);
// uv = tex_coords * uv_transform.zw + uv_transform.xy;
//#endif
//color = vcolor * 2.0;
gl_Position = vec4(position.xy,0,1.0);
}