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