shaders.c: consistent ordering in header and implementation;

This commit is contained in:
bjorn 2018-08-08 18:09:07 -07:00
parent 5c65fc811f
commit b891a930bf
1 changed files with 22 additions and 22 deletions

View File

@ -55,6 +55,28 @@ const char* lovrShaderVertexPrefix = ""
"uniform mat4 lovrPose[MAX_BONES]; \n"
"#line 0 \n";
const char* lovrShaderVertexSuffix = ""
"void main() { \n"
" texCoord = (lovrMaterialTransform * vec3(lovrTexCoord, 1.)).xy; \n"
" vertexColor = lovrVertexColor; \n"
" mat4 pose = \n"
" lovrPose[lovrBones[0]] * lovrBoneWeights[0] + \n"
" lovrPose[lovrBones[1]] * lovrBoneWeights[1] + \n"
" lovrPose[lovrBones[2]] * lovrBoneWeights[2] + \n"
" lovrPose[lovrBones[3]] * lovrBoneWeights[3]; \n"
" gl_PointSize = lovrPointSize; \n"
"#if defined(GL_NV_viewport_array2) && defined(GL_NV_stereo_view_rendering) \n"
" if (lovrEye < 0) { \n"
" gl_Position = position(lovrProjections[0], lovrTransforms[0], pose * vec4(lovrPosition, 1.0)); \n"
" gl_SecondaryPositionNV = position(lovrProjections[1], lovrTransforms[1], pose * vec4(lovrPosition, 1.0)); \n"
" gl_ViewportMask[0] = (1 << 0); \n"
" gl_SecondaryViewportMaskNV[0] = (1 << 1); \n"
" return; \n"
" }\n"
"#endif \n"
" gl_Position = position(lovrProjection, lovrTransform, pose * vec4(lovrPosition, 1.0)); \n"
"}";
const char* lovrShaderFragmentPrefix = ""
#ifdef EMSCRIPTEN
"#version 300 es \n"
@ -84,28 +106,6 @@ const char* lovrShaderFragmentPrefix = ""
"uniform samplerCube lovrEnvironmentTexture; \n"
"#line 0 \n";
const char* lovrShaderVertexSuffix = ""
"void main() { \n"
" texCoord = (lovrMaterialTransform * vec3(lovrTexCoord, 1.)).xy; \n"
" vertexColor = lovrVertexColor; \n"
" mat4 pose = \n"
" lovrPose[lovrBones[0]] * lovrBoneWeights[0] + \n"
" lovrPose[lovrBones[1]] * lovrBoneWeights[1] + \n"
" lovrPose[lovrBones[2]] * lovrBoneWeights[2] + \n"
" lovrPose[lovrBones[3]] * lovrBoneWeights[3]; \n"
" gl_PointSize = lovrPointSize; \n"
"#if defined(GL_NV_viewport_array2) && defined(GL_NV_stereo_view_rendering) \n"
" if (lovrEye < 0) { \n"
" gl_Position = position(lovrProjections[0], lovrTransforms[0], pose * vec4(lovrPosition, 1.0)); \n"
" gl_SecondaryPositionNV = position(lovrProjections[1], lovrTransforms[1], pose * vec4(lovrPosition, 1.0)); \n"
" gl_ViewportMask[0] = (1 << 0); \n"
" gl_SecondaryViewportMaskNV[0] = (1 << 1); \n"
" return; \n"
" }\n"
"#endif \n"
" gl_Position = position(lovrProjection, lovrTransform, pose * vec4(lovrPosition, 1.0)); \n"
"}";
const char* lovrShaderFragmentSuffix = ""
"void main() { \n"
"#ifdef MULTICANVAS \n"