bubel-ecs/demos/assets/shaders/base.vp
Mergul 4bd5a37b5d 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.
2020-05-07 14:07:07 +02:00

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precision highp float;
precision highp int;
precision lowp sampler2D;
precision lowp samplerCube;
#ifdef GLES
#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*/
M_OUT vec2 uv;
L_OUT vec4 color;
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() {
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);
position.z = depth;
uv = tex_coords * uv_transform.zw + uv_transform.xy;
color = vcolor;
gl_Position = vec4(position.xy,0,1.0);
}