Converted layers3d.shader to 41core spec. Contributes to CURA-3273

This commit is contained in:
Jack Ha 2017-02-01 16:10:52 +01:00
parent e31a695061
commit 4bb8e1b025

View file

@ -1,5 +1,5 @@
[shaders]
vertex =
vertex41core =
#version 410
uniform highp mat4 u_modelMatrix;
uniform highp mat4 u_viewProjectionMatrix;
@ -9,27 +9,27 @@ vertex =
uniform highp mat4 u_normalMatrix;
attribute highp vec4 a_vertex;
attribute lowp vec4 a_color;
attribute lowp vec4 a_material_color;
attribute highp vec4 a_normal;
attribute highp vec2 a_line_dim; // line width and thickness
attribute highp int a_extruder;
attribute highp int a_line_type;
in highp vec4 a_vertex;
in lowp vec4 a_color;
in lowp vec4 a_material_color;
in highp vec4 a_normal;
in highp vec2 a_line_dim; // line width and thickness
in highp int a_extruder;
in highp int a_line_type;
varying lowp vec4 v_color;
out lowp vec4 v_color;
varying highp vec3 v_vertex;
varying highp vec3 v_normal;
varying lowp vec2 v_line_dim;
varying highp int v_extruder;
varying highp vec4 v_extruder_opacity;
varying int v_line_type;
out highp vec3 v_vertex;
out highp vec3 v_normal;
out lowp vec2 v_line_dim;
out highp int v_extruder;
out highp vec4 v_extruder_opacity;
out int v_line_type;
varying lowp vec4 f_color;
varying highp vec3 f_vertex;
varying highp vec3 f_normal;
varying highp int f_extruder;
out lowp vec4 f_color;
out highp vec3 f_vertex;
out highp vec3 f_normal;
out highp int f_extruder;
void main()
{
@ -62,7 +62,7 @@ vertex =
f_normal = v_normal;*/
}
geometry =
geometry41core =
#version 410
uniform highp mat4 u_viewProjectionMatrix;
@ -285,11 +285,13 @@ geometry =
EndPrimitive();
}
fragment =
fragment41core =
#version 410
varying lowp vec4 f_color;
varying lowp vec3 f_normal;
varying lowp vec3 f_vertex;
in lowp vec4 f_color;
in lowp vec3 f_normal;
in lowp vec3 f_vertex;
out vec4 frag_color;
uniform mediump vec4 u_ambientColor;
uniform highp vec3 u_lightPosition;
@ -309,7 +311,7 @@ fragment =
finalColor += (NdotL * f_color);
finalColor.a = alpha; // Do not change alpha in any way
gl_FragColor = finalColor;
frag_color = finalColor;
}