mirror of
https://github.com/nunuhara/xsystem4.git
synced 2026-09-27 17:38:08 +03:00
This adds `USE_GLES` compile-time flag. If it's defined, gfx_init() requests an OpenGL ES >=3.0 context. This also makes the following changes to make it work with OpenGL ES: - The USE_GLES flag also switches shader's #version directive, which is now provided separately from the .glsl file. - Implicit conversion between int and float is not supported in GLSL ES. - Use GL_RGB in gfx_copy_main_surface. Because main_surface is in GL_RGB format, using GL_RGBA generates GL_INVALID_OPERATION in OpenGL ES.
32 lines
1.0 KiB
GLSL
32 lines
1.0 KiB
GLSL
/* Copyright (C) 2021 kichikuou <KichikuouChrome@gmail.com>
|
|
*
|
|
* This program is free software; you can redistribute it and/or modify
|
|
* it under the terms of the GNU General Public License as published by
|
|
* the Free Software Foundation; either version 2 of the License, or
|
|
* (at your option) any later version.
|
|
*
|
|
* This program is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
* GNU General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU General Public License
|
|
* along with this program; if not, see <http://gnu.org/licenses/>.
|
|
*/
|
|
|
|
uniform mat4 local_transform;
|
|
uniform mat4 view_transform;
|
|
uniform mat4 proj_transform;
|
|
|
|
in vec3 vertex_pos;
|
|
in vec2 vertex_uv;
|
|
out float dist;
|
|
out vec2 tex_coord;
|
|
|
|
void main() {
|
|
vec4 pos = view_transform * local_transform * vec4(vertex_pos, 1.0);
|
|
dist = abs(pos.z);
|
|
gl_Position = proj_transform * pos;
|
|
tex_coord = vertex_uv;
|
|
}
|