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forked from 0ad/0ad

Wraps vertex attributes in a macro to avoid duplication for different versions.

This was SVN commit r27199.
This commit is contained in:
Vladislav Belov 2022-11-04 23:41:41 +00:00
parent e2f433db8c
commit 33dd5d9fbc
20 changed files with 60 additions and 60 deletions

View File

@ -5,8 +5,8 @@
uniform vec4 transform;
uniform vec2 translation;
attribute vec2 a_vertex;
attribute vec2 a_uv0;
VERTEX_INPUT_ATTRIBUTE(0, vec2, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
varying vec2 v_uv;

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@ -1,7 +1,10 @@
#ifndef INCLUDED_COMMON_VERTEX
#define INCLUDED_COMMON_VERTEX
#define VERTEX_INPUT_ATTRIBUTE(LOCATION, TYPE, NAME) \
attribute TYPE NAME
#define OUTPUT_VERTEX_POSITION(position) \
gl_Position = position;
gl_Position = position
#endif // INCLUDED_COMMON_VERTEX

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@ -4,8 +4,8 @@
varying vec2 v_tex;
attribute vec3 a_vertex;
attribute vec2 a_uv0;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
void main()
{

View File

@ -7,10 +7,10 @@ uniform mat4 transform;
uniform mat4 textureTransform;
#endif
attribute vec3 a_vertex;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
#if DEBUG_TEXTURED
attribute vec3 a_uv0;
VERTEX_INPUT_ATTRIBUTE(1, vec3, a_uv0);
varying vec2 v_tex;
#endif

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@ -2,7 +2,7 @@
#include "common/vertex.h"
attribute vec3 a_vertex;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
uniform mat4 transform;

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@ -6,8 +6,8 @@ uniform mat4 transform;
varying vec2 v_tex;
attribute vec3 a_vertex;
attribute vec2 a_uv0;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
void main()
{

View File

@ -6,13 +6,11 @@ uniform mat4 transform;
uniform vec2 losTransform;
varying vec2 v_tex;
attribute vec3 a_vertex;
attribute vec2 a_uv0;
varying vec2 v_los;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
void main()
{
OUTPUT_VERTEX_POSITION(vec4(a_vertex, 1.0));

View File

@ -9,16 +9,16 @@ uniform vec4 textureTransform;
uniform float width;
#endif
attribute vec2 a_vertex;
VERTEX_INPUT_ATTRIBUTE(0, vec2, a_vertex);
#if MINIMAP_BASE || MINIMAP_LOS
attribute vec2 a_uv0;
VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
#endif
#if MINIMAP_POINT
attribute vec3 a_color;
VERTEX_INPUT_ATTRIBUTE(1, vec3, a_color);
#if USE_GPU_INSTANCING
attribute vec2 a_uv1;
VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv1);
#endif
#endif

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@ -41,20 +41,20 @@ varying vec2 v_tex;
#endif
#endif
attribute vec3 a_vertex;
attribute vec3 a_normal;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal);
#if (USE_INSTANCING || USE_GPU_SKINNING)
attribute vec4 a_tangent;
VERTEX_INPUT_ATTRIBUTE(2, vec4, a_tangent);
#endif
attribute vec2 a_uv0;
attribute vec2 a_uv1;
VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv0);
VERTEX_INPUT_ATTRIBUTE(4, vec2, a_uv1);
#if USE_GPU_SKINNING
const int MAX_INFLUENCES = 4;
const int MAX_BONES = 64;
uniform mat4 skinBlendMatrices[MAX_BONES];
attribute vec4 a_skinJoints;
attribute vec4 a_skinWeights;
VERTEX_INPUT_ATTRIBUTE(5, vec4, a_skinJoints);
VERTEX_INPUT_ATTRIBUTE(6, vec4, a_skinWeights);
#endif

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@ -13,10 +13,10 @@ uniform mat4 instancingTransform;
uniform float sim_time;
uniform vec2 translation;
attribute vec3 a_vertex;
attribute vec3 a_normal;
attribute vec2 a_uv0;
attribute vec2 a_uv1;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal);
VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv0);
VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv1);
varying vec4 worldPos;
varying vec4 v_tex;

View File

@ -13,10 +13,10 @@ uniform mat4 instancingTransform;
uniform float sim_time;
uniform vec2 translation;
attribute vec3 a_vertex;
attribute vec3 a_normal;
attribute vec2 a_uv0;
attribute vec2 a_uv1;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal);
VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv0);
VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv1);
varying vec4 worldPos;
varying vec4 v_tex;

View File

@ -5,7 +5,7 @@
uniform mat4 transform;
uniform mat4 instancingTransform;
attribute vec3 a_vertex;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
void main()
{

View File

@ -5,11 +5,11 @@
uniform mat4 transform;
attribute vec3 a_vertex;
attribute vec2 a_uv0;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
#if !USE_OBJECTCOLOR
attribute vec4 a_color;
VERTEX_INPUT_ATTRIBUTE(2, vec4, a_color);
varying vec4 v_color;
#endif

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@ -9,10 +9,10 @@ uniform mat4 modelViewMatrix;
varying vec2 v_tex;
varying vec4 v_color;
attribute vec3 a_vertex;
attribute vec4 a_color;
attribute vec2 a_uv0;
attribute vec2 a_uv1;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec4, a_color);
VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv0);
VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv1);
void main()
{

View File

@ -3,8 +3,9 @@
#include "common/vertex.h"
varying vec3 v_tex;
attribute vec3 a_vertex;
attribute vec3 a_uv0;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec3, a_uv0);
uniform mat4 transform;

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@ -4,7 +4,7 @@
uniform mat4 transform;
attribute vec3 a_vertex;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
void main()
{

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@ -37,10 +37,10 @@ varying vec3 v_normal;
#endif
#endif
attribute vec3 a_vertex;
attribute vec3 a_normal;
attribute vec2 a_uv0;
attribute vec2 a_uv1;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal);
VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv0);
VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv1);
void main()
{

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@ -35,8 +35,8 @@ varying vec3 refractionCoords;
varying float fwaviness;
varying vec2 WindCosSin;
attribute vec3 a_vertex;
attribute vec2 a_waterInfo;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
VERTEX_INPUT_ATTRIBUTE(1, vec2, a_waterInfo);
void main()
{

View File

@ -3,7 +3,7 @@
#include "common/los_vertex.h"
#include "common/vertex.h"
attribute vec3 a_vertex;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
uniform mat4 transform;
uniform float time;

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@ -2,14 +2,12 @@
#include "common/vertex.h"
attribute vec2 a_uv0;
attribute vec2 a_normal;
attribute vec3 a_basePosition;
attribute vec3 a_apexPosition;
attribute vec3 a_splashPosition;
attribute vec3 a_retreatPosition;
VERTEX_INPUT_ATTRIBUTE(0, vec3, a_basePosition);
VERTEX_INPUT_ATTRIBUTE(1, vec3, a_apexPosition);
VERTEX_INPUT_ATTRIBUTE(2, vec3, a_splashPosition);
VERTEX_INPUT_ATTRIBUTE(3, vec3, a_retreatPosition);
VERTEX_INPUT_ATTRIBUTE(4, vec2, a_normal);
VERTEX_INPUT_ATTRIBUTE(5, vec2, a_uv0);
uniform float time;
uniform float translation;