-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.
55 lines
929 B
GLSL
55 lines
929 B
GLSL
precision mediump int;
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precision mediump float;
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precision lowp sampler2D;
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precision lowp samplerCube;
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#ifdef GLES
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#define TEX(x,y) texture2D(x,y)
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#if __VERSION__ >290
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#define M_IN in mediump
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#define L_IN in lowp
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#else
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#define M_IN varying mediump
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#define L_IN varying lowp
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#endif
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#else
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#define TEX(x,y) texture(x,y)
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#if __VERSION__ > 320
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#define M_IN in
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#define L_IN in
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#else
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#define M_IN varying
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#define L_IN varying
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#endif
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#endif
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M_IN vec2 uv;
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M_IN vec4 color;
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/*
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#ifdef GLES
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#if __VERSION__ >290
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in mediump vec2 uv;
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#else
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varying mediump vec2 uv;
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#endif
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#else
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#if __VERSION__ > 320
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in vec2 uv;
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#else
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varying vec2 uv;
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#endif
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#endif*/
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//layout(binding = 0)uniform sampler2D tex;
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uniform sampler2D tex;
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//layout(location = 0) out vec4 outColor;
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void main()
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{
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gl_FragColor = TEX(tex,uv);// * color;
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if(gl_FragColor.a < 0.01)discard;
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}
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