Wraps vertex attributes in a macro to avoid duplication for different versions.
This was SVN commit r27199.
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@ -5,8 +5,8 @@
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uniform vec4 transform;
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uniform vec2 translation;
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attribute vec2 a_vertex;
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attribute vec2 a_uv0;
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VERTEX_INPUT_ATTRIBUTE(0, vec2, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
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varying vec2 v_uv;
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@ -1,7 +1,10 @@
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#ifndef INCLUDED_COMMON_VERTEX
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#define INCLUDED_COMMON_VERTEX
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#define VERTEX_INPUT_ATTRIBUTE(LOCATION, TYPE, NAME) \
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attribute TYPE NAME
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#define OUTPUT_VERTEX_POSITION(position) \
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gl_Position = position;
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gl_Position = position
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#endif // INCLUDED_COMMON_VERTEX
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@ -4,8 +4,8 @@
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varying vec2 v_tex;
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
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void main()
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{
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@ -7,10 +7,10 @@ uniform mat4 transform;
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uniform mat4 textureTransform;
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#endif
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attribute vec3 a_vertex;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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#if DEBUG_TEXTURED
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attribute vec3 a_uv0;
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VERTEX_INPUT_ATTRIBUTE(1, vec3, a_uv0);
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varying vec2 v_tex;
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#endif
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@ -2,7 +2,7 @@
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#include "common/vertex.h"
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attribute vec3 a_vertex;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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uniform mat4 transform;
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@ -6,8 +6,8 @@ uniform mat4 transform;
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varying vec2 v_tex;
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
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void main()
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{
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@ -6,13 +6,11 @@ uniform mat4 transform;
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uniform vec2 losTransform;
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varying vec2 v_tex;
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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varying vec2 v_los;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
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void main()
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{
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OUTPUT_VERTEX_POSITION(vec4(a_vertex, 1.0));
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@ -9,16 +9,16 @@ uniform vec4 textureTransform;
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uniform float width;
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#endif
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attribute vec2 a_vertex;
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VERTEX_INPUT_ATTRIBUTE(0, vec2, a_vertex);
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#if MINIMAP_BASE || MINIMAP_LOS
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attribute vec2 a_uv0;
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VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
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#endif
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#if MINIMAP_POINT
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attribute vec3 a_color;
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VERTEX_INPUT_ATTRIBUTE(1, vec3, a_color);
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#if USE_GPU_INSTANCING
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attribute vec2 a_uv1;
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VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv1);
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#endif
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#endif
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@ -41,20 +41,20 @@ varying vec2 v_tex;
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#endif
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#endif
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attribute vec3 a_vertex;
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attribute vec3 a_normal;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal);
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#if (USE_INSTANCING || USE_GPU_SKINNING)
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attribute vec4 a_tangent;
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VERTEX_INPUT_ATTRIBUTE(2, vec4, a_tangent);
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#endif
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attribute vec2 a_uv0;
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attribute vec2 a_uv1;
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VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv0);
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VERTEX_INPUT_ATTRIBUTE(4, vec2, a_uv1);
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#if USE_GPU_SKINNING
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const int MAX_INFLUENCES = 4;
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const int MAX_BONES = 64;
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uniform mat4 skinBlendMatrices[MAX_BONES];
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attribute vec4 a_skinJoints;
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attribute vec4 a_skinWeights;
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VERTEX_INPUT_ATTRIBUTE(5, vec4, a_skinJoints);
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VERTEX_INPUT_ATTRIBUTE(6, vec4, a_skinWeights);
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#endif
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@ -13,10 +13,10 @@ uniform mat4 instancingTransform;
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uniform float sim_time;
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uniform vec2 translation;
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attribute vec3 a_vertex;
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attribute vec3 a_normal;
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attribute vec2 a_uv0;
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attribute vec2 a_uv1;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal);
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VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv0);
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VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv1);
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varying vec4 worldPos;
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varying vec4 v_tex;
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@ -13,10 +13,10 @@ uniform mat4 instancingTransform;
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uniform float sim_time;
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uniform vec2 translation;
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attribute vec3 a_vertex;
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attribute vec3 a_normal;
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attribute vec2 a_uv0;
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attribute vec2 a_uv1;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal);
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VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv0);
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VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv1);
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varying vec4 worldPos;
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varying vec4 v_tex;
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@ -5,7 +5,7 @@
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uniform mat4 transform;
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uniform mat4 instancingTransform;
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attribute vec3 a_vertex;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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void main()
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{
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@ -5,11 +5,11 @@
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uniform mat4 transform;
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attribute vec3 a_vertex;
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attribute vec2 a_uv0;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec2, a_uv0);
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#if !USE_OBJECTCOLOR
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attribute vec4 a_color;
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VERTEX_INPUT_ATTRIBUTE(2, vec4, a_color);
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varying vec4 v_color;
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#endif
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@ -9,10 +9,10 @@ uniform mat4 modelViewMatrix;
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varying vec2 v_tex;
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varying vec4 v_color;
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attribute vec3 a_vertex;
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attribute vec4 a_color;
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attribute vec2 a_uv0;
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attribute vec2 a_uv1;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec4, a_color);
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VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv0);
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VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv1);
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void main()
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{
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@ -3,8 +3,9 @@
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#include "common/vertex.h"
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varying vec3 v_tex;
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attribute vec3 a_vertex;
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attribute vec3 a_uv0;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec3, a_uv0);
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uniform mat4 transform;
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@ -4,7 +4,7 @@
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uniform mat4 transform;
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attribute vec3 a_vertex;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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void main()
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{
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@ -37,10 +37,10 @@ varying vec3 v_normal;
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#endif
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#endif
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attribute vec3 a_vertex;
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attribute vec3 a_normal;
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attribute vec2 a_uv0;
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attribute vec2 a_uv1;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec3, a_normal);
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VERTEX_INPUT_ATTRIBUTE(2, vec2, a_uv0);
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VERTEX_INPUT_ATTRIBUTE(3, vec2, a_uv1);
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void main()
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{
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@ -35,8 +35,8 @@ varying vec3 refractionCoords;
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varying float fwaviness;
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varying vec2 WindCosSin;
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attribute vec3 a_vertex;
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attribute vec2 a_waterInfo;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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VERTEX_INPUT_ATTRIBUTE(1, vec2, a_waterInfo);
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void main()
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{
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@ -3,7 +3,7 @@
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#include "common/los_vertex.h"
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#include "common/vertex.h"
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attribute vec3 a_vertex;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_vertex);
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uniform mat4 transform;
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uniform float time;
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@ -2,14 +2,12 @@
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#include "common/vertex.h"
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attribute vec2 a_uv0;
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attribute vec2 a_normal;
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attribute vec3 a_basePosition;
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attribute vec3 a_apexPosition;
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attribute vec3 a_splashPosition;
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attribute vec3 a_retreatPosition;
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VERTEX_INPUT_ATTRIBUTE(0, vec3, a_basePosition);
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VERTEX_INPUT_ATTRIBUTE(1, vec3, a_apexPosition);
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VERTEX_INPUT_ATTRIBUTE(2, vec3, a_splashPosition);
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VERTEX_INPUT_ATTRIBUTE(3, vec3, a_retreatPosition);
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VERTEX_INPUT_ATTRIBUTE(4, vec2, a_normal);
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VERTEX_INPUT_ATTRIBUTE(5, vec2, a_uv0);
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uniform float time;
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uniform float translation;
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