Remove lovrMain macro;

We want lovrMain to be the entrypoint but we can't figure out how
to do this in a way that wouldn't break things, on all platforms.
This commit is contained in:
bjorn 2020-02-07 19:25:55 -08:00
parent 723f5684cf
commit cae8bba522
1 changed files with 10 additions and 12 deletions

View File

@ -25,7 +25,6 @@ const char* lovrShaderVertexPrefix = ""
"#else \n"
"#define lovrVertex vec4(lovrPosition, 1.) \n"
"#endif \n"
"#define lovrMain position(mat4 _projection, mat4 _transform, vec4 _vertex) \n"
"in vec3 lovrPosition; \n"
"in vec3 lovrNormal; \n"
"in vec2 lovrTexCoord; \n"
@ -69,7 +68,6 @@ const char* lovrShaderVertexSuffix = ""
const char* lovrShaderFragmentPrefix = ""
"#define PIXEL PIXEL \n"
"#define FRAGMENT FRAGMENT \n"
"#define lovrMain color(vec4 _graphicsColor, sampler2D _image, vec2 _uv) \n"
"#define lovrTexCoord texCoord \n"
"#define lovrVertexColor vertexColor \n"
"in vec2 texCoord; \n"
@ -113,7 +111,7 @@ const char* lovrShaderFragmentSuffix = ""
"#if defined(MULTICANVAS) || defined(FLAG_multicanvas) \n"
" colors(lovrGraphicsColor, lovrDiffuseTexture, texCoord); \n"
"#else \n"
" lovrCanvas[0] = color(lovrGraphicsColor, lovrDiffuseTexture, texCoord); \n"
" lovrCanvas[0] = color(lovrGraphicsColor, lovrDiffuseTexture, lovrTexCoord); \n"
"#ifdef FLAG_alphaCutoff \n"
" if (lovrCanvas[0].a < FLAG_alphaCutoff) { \n"
" discard; \n"
@ -141,12 +139,12 @@ const char* lovrShaderComputeSuffix = ""
"}";
const char* lovrUnlitVertexShader = ""
"vec4 lovrMain { \n"
"vec4 position(mat4, mat4, vec4) { \n"
" return lovrProjection * lovrTransform * lovrVertex; \n"
"}";
const char* lovrUnlitFragmentShader = ""
"vec4 lovrMain { \n"
"vec4 color(vec4, sampler2D, vec2) { \n"
" return lovrGraphicsColor * lovrVertexColor * lovrDiffuseColor * texture(lovrDiffuseTexture, lovrTexCoord); \n"
"}";
@ -159,7 +157,7 @@ const char* lovrStandardVertexShader = ""
"out vec3 vNormal; \n"
"#endif \n"
"vec4 lovrMain { \n"
"vec4 position(mat4, mat4, vec4) { \n"
" vVertexPositionWorld = vec3(lovrModel * lovrVertex); \n"
" vCameraPositionWorld = -lovrView[3].xyz * mat3(lovrView); \n"
"#ifdef FLAG_normalMap \n"
@ -202,7 +200,7 @@ const char* lovrStandardFragmentShader = ""
"vec2 prefilteredBRDF(float NoV, float roughness); \n"
"vec3 tonemap_ACES(vec3 color); \n"
"vec4 lovrMain { \n"
"vec4 color(vec4, sampler2D, vec2) { \n"
" vec3 result = vec3(0.); \n"
// Parameters
@ -312,7 +310,7 @@ const char* lovrStandardFragmentShader = ""
const char* lovrCubeVertexShader = ""
"out vec3 texturePosition[2]; \n"
"vec4 lovrMain { \n"
"vec4 position(mat4, mat4, vec4) { \n"
" texturePosition[lovrViewID] = inverse(mat3(lovrTransform)) * (inverse(lovrProjection) * lovrVertex).xyz; \n"
" return lovrVertex; \n"
"}";
@ -320,14 +318,14 @@ const char* lovrCubeVertexShader = ""
const char* lovrCubeFragmentShader = ""
"in vec3 texturePosition[2]; \n"
"uniform samplerCube lovrSkyboxTexture; \n"
"vec4 lovrMain { \n"
"vec4 color(vec4, sampler2D, vec2) { \n"
" return lovrGraphicsColor * texture(lovrSkyboxTexture, texturePosition[lovrViewID] * vec3(-1, 1, 1)); \n"
"}";
const char* lovrPanoFragmentShader = ""
"in vec3 texturePosition[2]; \n"
"#define PI 3.141592653589 \n"
"vec4 lovrMain { \n"
"vec4 color(vec4, sampler2D, vec2) { \n"
" vec3 direction = texturePosition[lovrViewID]; \n"
" float theta = acos(-direction.y / length(direction)); \n"
" float phi = atan(direction.x, -direction.z); \n"
@ -339,7 +337,7 @@ const char* lovrFontFragmentShader = ""
"float median(float r, float g, float b) { \n"
" return max(min(r, g), min(max(r, g), b)); \n"
"} \n"
"vec4 lovrMain { \n"
"vec4 color(vec4, sampler2D, vec2) { \n"
" vec3 col = texture(lovrDiffuseTexture, lovrTexCoord).rgb; \n"
" float sdf = median(col.r, col.g, col.b); \n"
" float w = fwidth(sdf); \n"
@ -349,7 +347,7 @@ const char* lovrFontFragmentShader = ""
"}";
const char* lovrFillVertexShader = ""
"vec4 lovrMain { \n"
"vec4 position(mat4, mat4, vec4) { \n"
" return lovrVertex; \n"
"}";