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forked from 0ad/0ad

Write a GLSL equivalent for overlay_solid.

Fixes #6403
Patch by: z0rg
Reviewed by: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D4406
This was SVN commit r26168.
This commit is contained in:
Stan 2022-01-04 21:14:41 +00:00
parent 0a8d382657
commit 07c0d95467
5 changed files with 32 additions and 2 deletions

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@ -288,6 +288,7 @@
{ "nick": "yashi", "name": "Yasushi Shoji" },
{ "nick": "Ykkrosh", "name": "Philip Taylor" },
{ "nick": "Yves" },
{ "nick": "z0rg", "name": "Sébastien Maire" },
{ "nick": "Zeusthor", "name": "Jeffrey Tavares" },
{ "nick": "zoot" },
{ "nick": "zsol", "name": "Zsolt Dollenstein" },

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@ -1,9 +1,11 @@
<?xml version="1.0" encoding="utf-8"?>
<effect>
<technique>
<require shaders="arb"/>
<pass shader="arb/overlay_solid"/>
</technique>
<technique>
<require shaders="glsl"/>
<pass shader="glsl/overlay_solid"/>
</technique>
</effect>

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@ -0,0 +1,8 @@
#version 120
uniform vec4 color;
void main()
{
gl_FragColor = color;
}

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@ -0,0 +1,12 @@
#version 120
uniform mat4 transform;
uniform mat4 instancingTransform;
attribute vec3 a_vertex;
void main()
{
vec4 worldPos = instancingTransform * vec4(a_vertex, 1.0);
gl_Position = transform * worldPos;
}

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@ -0,0 +1,7 @@
<?xml version="1.0" encoding="utf-8"?>
<program type="glsl">
<vertex file="glsl/overlay_solid.vs">
<attrib name="a_vertex" semantics="gl_Vertex"/>
</vertex>
<fragment file="glsl/overlay_solid.fs"/>
</program>