mirror of https://github.com/bjornbytes/lovr.git
Rename default shader to unlit;
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c10851d726
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612f699aa4
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@ -2028,12 +2028,12 @@ Shader* lovrShaderInitGraphics(Shader* shader, const char* vertexSource, const c
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char* flagSource = lovrShaderGetFlagCode(flags, flagCount);
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// Vertex
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vertexSource = vertexSource == NULL ? lovrDefaultVertexShader : vertexSource;
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vertexSource = vertexSource == NULL ? lovrUnlitVertexShader : vertexSource;
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const char* vertexSources[] = { vertexHeader, vertexSinglepass, flagSource ? flagSource : "", lovrShaderVertexPrefix, vertexSource, lovrShaderVertexSuffix };
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GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexSources, sizeof(vertexSources) / sizeof(vertexSources[0]));
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// Fragment
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fragmentSource = fragmentSource == NULL ? lovrDefaultFragmentShader : fragmentSource;
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fragmentSource = fragmentSource == NULL ? lovrUnlitFragmentShader : fragmentSource;
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const char* fragmentSources[] = { fragmentHeader, fragmentSinglepass, flagSource ? flagSource : "", lovrShaderFragmentPrefix, fragmentSource, lovrShaderFragmentSuffix };
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GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentSources, sizeof(fragmentSources) / sizeof(fragmentSources[0]));
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@ -105,12 +105,12 @@ const char* lovrShaderComputeSuffix = ""
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" compute(); \n"
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"}";
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const char* lovrDefaultVertexShader = ""
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const char* lovrUnlitVertexShader = ""
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"vec4 position(mat4 projection, mat4 transform, vec4 vertex) { \n"
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" return projection * transform * vertex; \n"
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"}";
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const char* lovrDefaultFragmentShader = ""
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const char* lovrUnlitFragmentShader = ""
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"vec4 color(vec4 graphicsColor, sampler2D image, vec2 uv) { \n"
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" return graphicsColor * lovrDiffuseColor * vertexColor * texture(image, uv); \n"
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"}";
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@ -6,8 +6,8 @@ extern const char* lovrShaderFragmentPrefix;
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extern const char* lovrShaderFragmentSuffix;
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extern const char* lovrShaderComputePrefix;
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extern const char* lovrShaderComputeSuffix;
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extern const char* lovrDefaultVertexShader;
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extern const char* lovrDefaultFragmentShader;
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extern const char* lovrUnlitVertexShader;
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extern const char* lovrUnlitFragmentShader;
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extern const char* lovrCubeVertexShader;
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extern const char* lovrCubeFragmentShader;
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extern const char* lovrPanoFragmentShader;
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