-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.
102 lines
2 KiB
Text
102 lines
2 KiB
Text
precision highp float;
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precision highp int;
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precision lowp sampler2D;
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precision lowp samplerCube;
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#ifdef GLES
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#if __VERSION__ >290
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#define LOC(x) layout(location = x)
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#define ATT in
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#define M_OUT out mediump
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#define L_OUT out lowp
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#else
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#define LOC(x)
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#define ATT attribute
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#define M_OUT varying mediump
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#define L_OUT varying lowp
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#endif
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#else
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#if __VERSION__ > 320
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#define LOC(x) layout(location = x)
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#define ATT in
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#define M_OUT out
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#define L_OUT out
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#else
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#define LOC(x)
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#define ATT attribute
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#define M_OUT varying
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#define L_OUT varying
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#endif
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#endif
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/*
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#ifdef GLES
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#if __VERSION__ >290
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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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uniform vec4 uv_transform;
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layout(location = 0) in vec2 positions;
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layout(location = 1) in vec2 tex_coords;
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out mediump vec2 uv;
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#else
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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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uniform vec4 uv_transform;
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attribute vec2 positions;
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attribute vec2 tex_coords;
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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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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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uniform vec4 uv_transform;
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layout(location = 0) in vec2 positions;
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layout(location = 1) in vec2 tex_coords;
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out vec2 uv;
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#else
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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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uniform vec4 uv_transform;
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attribute vec2 positions;
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attribute vec2 tex_coords;
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varying vec2 uv;
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#endif
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#endif*/
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M_OUT vec2 uv;
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L_OUT vec4 color;
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LOC(0) ATT vec2 positions;
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LOC(1) ATT vec2 tex_coords;
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#ifdef VBO_BATCH
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LOC(2) ATT float depth;
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LOC(3) ATT vec4 vcolor;
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#else
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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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uniform vec4 uv_transform;
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uniform vec4 vcolor;
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float depth = matrix_2.z;
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#endif
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void main() {
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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);
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position.z = depth;
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uv = tex_coords * uv_transform.zw + uv_transform.xy;
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color = vcolor;
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gl_Position = vec4(position.xy,0,1.0);
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}
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