Rename default shader to unlit;

This commit is contained in:
bjorn 2019-06-20 14:09:55 -07:00
parent c10851d726
commit 612f699aa4
3 changed files with 6 additions and 6 deletions

View File

@ -2028,12 +2028,12 @@ Shader* lovrShaderInitGraphics(Shader* shader, const char* vertexSource, const c
char* flagSource = lovrShaderGetFlagCode(flags, flagCount);
// Vertex
vertexSource = vertexSource == NULL ? lovrDefaultVertexShader : vertexSource;
vertexSource = vertexSource == NULL ? lovrUnlitVertexShader : vertexSource;
const char* vertexSources[] = { vertexHeader, vertexSinglepass, flagSource ? flagSource : "", lovrShaderVertexPrefix, vertexSource, lovrShaderVertexSuffix };
GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSources, sizeof(vertexSources) / sizeof(vertexSources[0]));
// Fragment
fragmentSource = fragmentSource == NULL ? lovrDefaultFragmentShader : fragmentSource;
fragmentSource = fragmentSource == NULL ? lovrUnlitFragmentShader : fragmentSource;
const char* fragmentSources[] = { fragmentHeader, fragmentSinglepass, flagSource ? flagSource : "", lovrShaderFragmentPrefix, fragmentSource, lovrShaderFragmentSuffix };
GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSources, sizeof(fragmentSources) / sizeof(fragmentSources[0]));

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@ -105,12 +105,12 @@ const char* lovrShaderComputeSuffix = ""
" compute(); \n"
"}";
const char* lovrDefaultVertexShader = ""
const char* lovrUnlitVertexShader = ""
"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
" return projection * transform * vertex; \n"
"}";
const char* lovrDefaultFragmentShader = ""
const char* lovrUnlitFragmentShader = ""
"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
" return graphicsColor * lovrDiffuseColor * vertexColor * texture(image, uv); \n"
"}";

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@ -6,8 +6,8 @@ extern const char* lovrShaderFragmentPrefix;
extern const char* lovrShaderFragmentSuffix;
extern const char* lovrShaderComputePrefix;
extern const char* lovrShaderComputeSuffix;
extern const char* lovrDefaultVertexShader;
extern const char* lovrDefaultFragmentShader;
extern const char* lovrUnlitVertexShader;
extern const char* lovrUnlitFragmentShader;
extern const char* lovrCubeVertexShader;
extern const char* lovrCubeFragmentShader;
extern const char* lovrPanoFragmentShader;