diff --git a/ref/gl/gl2_shim/fragment.glsl.inc b/ref/gl/gl2_shim/fragment.glsl.inc index b8725620..ded1e005 100644 --- a/ref/gl/gl2_shim/fragment.glsl.inc +++ b/ref/gl/gl2_shim/fragment.glsl.inc @@ -1,69 +1,65 @@ -R"( - - -#if VER <= 300 -#define layout(x) -#endif -#if VER < 300 -#define out attribute -#define in varying -#define texture texture2D -#endif -#if VER >= 130 -precision mediump float; -#endif -#if ATTR_TEXCOORD0 -uniform sampler2D uTex0; -#endif -#if ATTR_TEXCOORD1 -uniform sampler2D uTex1; -#endif -#if FEAT_ALPHA_TEST -uniform float uAlphaTest; -#endif -#if FEAT_FOG -uniform vec4 uFog; -#endif -uniform vec4 uColor; -#if ATTR_COLOR -in vec4 vColor; -#endif -#if ATTR_TEXCOORD0 -in vec2 vTexCoord0; -#endif -#if ATTR_TEXCOORD1 -in vec2 vTexCoord1; -#endif -#if ATTR_NORMAL -in vec2 vNormal; -#endif -#if VER >= 300 -out vec4 oFragColor; -#else -#define oFragColor gl_FragColor -#endif -void main() -{ -#if ATTR_COLOR - vec4 c = vColor; -#else - vec4 c = uColor; -#endif -#if ATTR_TEXCOORD0 - c = c * texture(uTex0, vTexCoord0); -#endif -#if ATTR_TEXCOORD1 - c = c * texture(uTex1, vTexCoord1); -#endif -#if FEAT_ALPHA_TEST - if(c.a <= uAlphaTest) - discard; -#endif -#if FEAT_FOG - float fogDist = gl_FragCoord.z / gl_FragCoord.w; - float fogRate = clamp(exp(-uFog.w * fogDist), 0.f, 1.f); - c.rgb = mix(uFog.rgb, c.rgb, fogRate); -#endif - oFragColor = c; -} -)" +"#if VER <= 300\n" +"#define layout(x)\n" +"#endif\n" +"#if VER < 300\n" +"#define out attribute\n" +"#define in varying\n" +"#define texture texture2D\n" +"#endif\n" +"#if VER >= 130\n" +"precision mediump float;\n" +"#endif\n" +"#if ATTR_TEXCOORD0\n" +"uniform sampler2D uTex0;\n" +"#endif\n" +"#if ATTR_TEXCOORD1\n" +"uniform sampler2D uTex1;\n" +"#endif\n" +"#if FEAT_ALPHA_TEST\n" +"uniform float uAlphaTest;\n" +"#endif\n" +"#if FEAT_FOG\n" +"uniform vec4 uFog;\n" +"#endif\n" +"uniform vec4 uColor;\n" +"#if ATTR_COLOR\n" +"in vec4 vColor;\n" +"#endif\n" +"#if ATTR_TEXCOORD0\n" +"in vec2 vTexCoord0;\n" +"#endif\n" +"#if ATTR_TEXCOORD1\n" +"in vec2 vTexCoord1;\n" +"#endif\n" +"#if ATTR_NORMAL\n" +"in vec2 vNormal;\n" +"#endif\n" +"#if VER >= 300\n" +"out vec4 oFragColor;\n" +"#else\n" +"#define oFragColor gl_FragColor\n" +"#endif\n" +"void main()\n" +"{\n" +"#if ATTR_COLOR\n" +"vec4 c = vColor;\n" +"#else\n" +"vec4 c = uColor;\n" +"#endif\n" +"#if ATTR_TEXCOORD0\n" +"c = c * texture(uTex0, vTexCoord0);\n" +"#endif\n" +"#if ATTR_TEXCOORD1\n" +"c = c * texture(uTex1, vTexCoord1);\n" +"#endif\n" +"#if FEAT_ALPHA_TEST\n" +"if(c.a <= uAlphaTest)\n" +"discard;\n" +"#endif\n" +"#if FEAT_FOG\n" +"float fogDist = gl_FragCoord.z / gl_FragCoord.w;\n" +"float fogRate = clamp(exp(-uFog.w * fogDist), 0.f, 1.f);\n" +"c.rgb = mix(uFog.rgb, c.rgb, fogRate);\n" +"#endif\n" +"oFragColor = c;\n" +"}\n" diff --git a/ref/gl/gl2_shim/vertex.glsl.inc b/ref/gl/gl2_shim/vertex.glsl.inc index 4a1923ac..45e3e606 100644 --- a/ref/gl/gl2_shim/vertex.glsl.inc +++ b/ref/gl/gl2_shim/vertex.glsl.inc @@ -1,56 +1,53 @@ -R"( - -#if VER <= 300 -#define layout(x) -#endif -#if VER < 300 -#define in attribute -#define out varying -#endif - -layout(location = LOC_ATTR_POSITION) in vec3 inPosition; -#if ATTR_COLOR -layout(location = LOC_ATTR_COLOR) in vec4 inColor; -#endif -#if ATTR_TEXCOORD0 -layout(location = LOC_ATTR_TEXCOORD0) in vec2 inTexCoord0; -#endif -#if ATTR_TEXCOORD1 -layout(location = LOC_ATTR_TEXCOORD1) in vec2 inTexCoord1; -#endif - -#if ATTR_NORMAL -in vec3 inNormal; -#endif -#if ATTR_COLOR -out vec4 vColor; -#endif -#if ATTR_TEXCOORD0 -out vec2 vTexCoord0; -#endif -#if ATTR_TEXCOORD1 -out vec2 vTexCoord1; -#endif -#if ATTR_NORMAL -out vec3 vNormal; -#endif - -uniform mat4 uMVP; - -void main() -{ - gl_Position = uMVP * vec4(inPosition,1.0f); -#if ATTR_COLOR - vColor = inColor; -#endif -#if ATTR_NORMAL - vNormal = inNormal; -#endif -#if ATTR_TEXCOORD0 - vTexCoord0 = inTexCoord0; -#endif -#if ATTR_TEXCOORD1 - vTexCoord1 = inTexCoord1; -#endif -} -)" +"#if VER <= 300\n" +"#define layout(x)\n" +"#endif\n" +"#if VER < 300\n" +"#define in attribute\n" +"#define out varying\n" +"#endif\n" +"\n" +"layout(location = LOC_ATTR_POSITION) in vec3 inPosition;\n" +"#if ATTR_COLOR\n" +"layout(location = LOC_ATTR_COLOR) in vec4 inColor;\n" +"#endif\n" +"#if ATTR_TEXCOORD0\n" +"layout(location = LOC_ATTR_TEXCOORD0) in vec2 inTexCoord0;\n" +"#endif\n" +"#if ATTR_TEXCOORD1\n" +"layout(location = LOC_ATTR_TEXCOORD1) in vec2 inTexCoord1;\n" +"#endif\n" +"\n" +"#if ATTR_NORMAL\n" +"in vec3 inNormal;\n" +"#endif\n" +"#if ATTR_COLOR\n" +"out vec4 vColor;\n" +"#endif\n" +"#if ATTR_TEXCOORD0\n" +"out vec2 vTexCoord0;\n" +"#endif\n" +"#if ATTR_TEXCOORD1\n" +"out vec2 vTexCoord1;\n" +"#endif\n" +"#if ATTR_NORMAL\n" +"out vec3 vNormal;\n" +"#endif\n" +"\n" +"uniform mat4 uMVP;\n" +"\n" +"void main()\n" +"{\n" +"gl_Position = uMVP * vec4(inPosition,1.0f);\n" +"#if ATTR_COLOR\n" +"vColor = inColor;\n" +"#endif\n" +"#if ATTR_NORMAL\n" +"vNormal = inNormal;\n" +"#endif\n" +"#if ATTR_TEXCOORD0\n" +"vTexCoord0 = inTexCoord0;\n" +"#endif\n" +"#if ATTR_TEXCOORD1\n" +"vTexCoord1 = inTexCoord1;\n" +"#endif\n" +"}\n"