some shader aliases

This commit is contained in:
codeanticode
2013-10-04 00:43:58 -04:00
parent 8a60de14d3
commit 5d8bd9e96e
12 changed files with 69 additions and 63 deletions
+2 -2
View File
@@ -23,8 +23,8 @@ precision mediump float;
precision mediump int;
#endif
varying vec4 vertColor;
varying vec4 varColor;
void main() {
gl_FragColor = vertColor;
gl_FragColor = varColor;
}
+5 -5
View File
@@ -20,15 +20,15 @@
#define PROCESSING_COLOR_SHADER
uniform mat4 transform;
uniform mat4 transformMatrix;
attribute vec4 vertex;
attribute vec4 position;
attribute vec4 color;
varying vec4 vertColor;
varying vec4 varColor;
void main() {
gl_Position = transform * vertex;
gl_Position = transformMatrix * position;
vertColor = color;
varColor = color;
}
+10 -10
View File
@@ -20,8 +20,8 @@
#define PROCESSING_LIGHT_SHADER
uniform mat4 modelview;
uniform mat4 transform;
uniform mat4 modelviewMatrix;
uniform mat4 transformMatrix;
uniform mat3 normalMatrix;
uniform int lightCount;
@@ -33,7 +33,7 @@ uniform vec3 lightSpecular[8];
uniform vec3 lightFalloff[8];
uniform vec2 lightSpot[8];
attribute vec4 vertex;
attribute vec4 position;
attribute vec4 color;
attribute vec3 normal;
@@ -42,7 +42,7 @@ attribute vec4 specular;
attribute vec4 emissive;
attribute float shininess;
varying vec4 vertColor;
varying vec4 varColor;
const float zero_float = 0.0;
const float one_float = 1.0;
@@ -75,10 +75,10 @@ float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine)
void main() {
// Vertex in clip coordinates
gl_Position = transform * vertex;
gl_Position = transformMatrix * position;
// Vertex in eye coordinates
vec3 ecVertex = vec3(modelview * vertex);
vec3 ecVertex = vec3(modelviewMatrix * position);
// Normal vector in eye coordinates
vec3 ecNormal = normalize(normalMatrix * normal);
@@ -134,8 +134,8 @@ void main() {
// Calculating final color as result of all lights (plus emissive term).
// Transparency is determined exclusively by the diffuse component.
vertColor = vec4(totalAmbient, 0) * ambient +
vec4(totalDiffuse, 1) * color +
vec4(totalSpecular, 0) * specular +
vec4(emissive.rgb, 0);
varColor = vec4(totalAmbient, 0) * ambient +
vec4(totalDiffuse, 1) * color +
vec4(totalSpecular, 0) * specular +
vec4(emissive.rgb, 0);
}
+2 -2
View File
@@ -23,8 +23,8 @@ precision mediump float;
precision mediump int;
#endif
varying vec4 vertColor;
varying vec4 varColor;
void main() {
gl_FragColor = vertColor;
gl_FragColor = varColor;
}
+9 -9
View File
@@ -20,18 +20,18 @@
#define PROCESSING_LINE_SHADER
uniform mat4 modelview;
uniform mat4 projection;
uniform mat4 modelviewMatrix;
uniform mat4 projectionMatrix;
uniform vec4 viewport;
uniform int perspective;
uniform vec3 scale;
attribute vec4 vertex;
attribute vec4 position;
attribute vec4 color;
attribute vec4 direction;
varying vec4 vertColor;
varying vec4 varColor;
vec3 clipToWindow(vec4 clip, vec4 viewport) {
vec3 post_div = clip.xyz / clip.w;
@@ -45,20 +45,20 @@ vec4 windowToClipVector(vec2 window, vec4 viewport, float clip_w) {
}
void main() {
vec4 posp = modelview * vertex;
vec4 posp = modelviewMatrix * position;
// Moving vertices slightly toward the camera
// to avoid depth-fighting with the fill triangles.
// Discussed here:
// http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=252848
posp.xyz = posp.xyz * scale;
vec4 clipp = projection * posp;
vec4 clipp = projectionMatrix * posp;
float thickness = direction.w;
if (thickness != 0.0) {
vec4 posq = posp + modelview * vec4(direction.xyz, 0);
vec4 posq = posp + modelviewMatrix * vec4(direction.xyz, 0);
posq.xyz = posq.xyz * scale;
vec4 clipq = projection * posq;
vec4 clipq = projectionMatrix * posq;
vec3 window_p = clipToWindow(clipp, viewport);
vec3 window_q = clipToWindow(clipq, viewport);
@@ -81,5 +81,5 @@ void main() {
gl_Position = clipp;
}
vertColor = color;
varColor = color;
}
+3 -3
View File
@@ -28,11 +28,11 @@ precision mediump int;
uniform sampler2D texture;
uniform sampler2D mask;
varying vec4 vertTexCoord;
varying vec4 varTexCoord;
void main() {
vec3 texColor = texture2D(texture, vertTexCoord.st).rgb;
vec3 maskColor = texture2D(mask, vertTexCoord.st).rgb;
vec3 texColor = texture2D(texture, varTexCoord.st).rgb;
vec3 maskColor = texture2D(mask, varTexCoord.st).rgb;
float luminance = dot(maskColor, vec3(0.2126, 0.7152, 0.0722));
gl_FragColor = vec4(texColor, luminance);
}
@@ -7180,6 +7180,8 @@ public class PGraphicsOpenGL extends PGraphics {
@Override
public void loadAttributes() {
vertexLoc = getAttributeLoc("vertex");
if (vertexLoc == -1) vertexLoc = getAttributeLoc("position");
colorLoc = getAttributeLoc("color");
texCoordLoc = getAttributeLoc("texCoord");
normalLoc = getAttributeLoc("normal");
@@ -7401,6 +7403,8 @@ public class PGraphicsOpenGL extends PGraphics {
@Override
public void loadAttributes() {
vertexLoc = getAttributeLoc("vertex");
if (vertexLoc == -1) vertexLoc = getAttributeLoc("position");
colorLoc = getAttributeLoc("color");
directionLoc = getAttributeLoc("direction");
}
@@ -7499,6 +7503,8 @@ public class PGraphicsOpenGL extends PGraphics {
@Override
public void loadAttributes() {
vertexLoc = getAttributeLoc("vertex");
if (vertexLoc == -1) vertexLoc = getAttributeLoc("position");
colorLoc = getAttributeLoc("color");
offsetLoc = getAttributeLoc("offset");
}
+2 -2
View File
@@ -23,8 +23,8 @@ precision mediump float;
precision mediump int;
#endif
varying vec4 vertColor;
varying vec4 varColor;
void main() {
gl_FragColor = vertColor;
gl_FragColor = varColor;
}
+8 -8
View File
@@ -20,17 +20,17 @@
#define PROCESSING_POINT_SHADER
uniform mat4 projection;
uniform mat4 modelview;
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform vec4 viewport;
uniform int perspective;
attribute vec4 vertex;
attribute vec4 position;
attribute vec4 color;
attribute vec2 offset;
varying vec4 vertColor;
varying vec4 varColor;
vec4 windowToClipVector(vec2 window, vec4 viewport, float clipw) {
vec2 xypos = (window / viewport.zw) * 2.0;
@@ -38,18 +38,18 @@ vec4 windowToClipVector(vec2 window, vec4 viewport, float clipw) {
}
void main() {
vec4 pos = modelview * vertex;
vec4 clip = projection * pos;
vec4 pos = modelviewMatrix * position;
vec4 clip = projectionMatrix * pos;
if (0 < perspective) {
// Perspective correction (points will look thiner as they move away
// from the view position).
gl_Position = clip + projection * vec4(offset.xy, 0, 0);
gl_Position = clip + projectionMatrix * vec4(offset.xy, 0, 0);
} else {
// No perspective correction.
vec4 offset = windowToClipVector(offset.xy, viewport, clip.w);
gl_Position = clip + offset;
}
vertColor = color;
varColor = color;
}
+12 -12
View File
@@ -20,8 +20,8 @@
#define PROCESSING_TEXLIGHT_SHADER
uniform mat4 modelview;
uniform mat4 transform;
uniform mat4 modelviewMatrix;
uniform mat4 transformMatrix;
uniform mat3 normalMatrix;
uniform mat4 texMatrix;
@@ -34,7 +34,7 @@ uniform vec3 lightSpecular[8];
uniform vec3 lightFalloff[8];
uniform vec2 lightSpot[8];
attribute vec4 vertex;
attribute vec4 position;
attribute vec4 color;
attribute vec3 normal;
attribute vec2 texCoord;
@@ -44,8 +44,8 @@ attribute vec4 specular;
attribute vec4 emissive;
attribute float shininess;
varying vec4 vertColor;
varying vec4 vertTexCoord;
varying vec4 varColor;
varying vec4 varTexCoord;
const float zero_float = 0.0;
const float one_float = 1.0;
@@ -78,10 +78,10 @@ float blinnPhongFactor(vec3 lightDir, vec3 vertPos, vec3 vecNormal, float shine)
void main() {
// Vertex in clip coordinates
gl_Position = transform * vertex;
gl_Position = transformMatrix * position;
// Vertex in eye coordinates
vec3 ecVertex = vec3(modelview * vertex);
vec3 ecVertex = vec3(modelviewMatrix * position);
// Normal vector in eye coordinates
vec3 ecNormal = normalize(normalMatrix * normal);
@@ -137,11 +137,11 @@ void main() {
// Calculating final color as result of all lights (plus emissive term).
// Transparency is determined exclusively by the diffuse component.
vertColor = vec4(totalAmbient, 0) * ambient +
vec4(totalDiffuse, 1) * color +
vec4(totalSpecular, 0) * specular +
vec4(emissive.rgb, 0);
varColor = vec4(totalAmbient, 0) * ambient +
vec4(totalDiffuse, 1) * color +
vec4(totalSpecular, 0) * specular +
vec4(emissive.rgb, 0);
// Calculating texture coordinates, with r and q set both to one
vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
varTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
}
+3 -3
View File
@@ -27,9 +27,9 @@ uniform sampler2D texture;
uniform vec2 texOffset;
varying vec4 vertColor;
varying vec4 vertTexCoord;
varying vec4 varColor;
varying vec4 varTexCoord;
void main() {
gl_FragColor = texture2D(texture, vertTexCoord.st) * vertColor;
gl_FragColor = texture2D(texture, varTexCoord.st) * varColor;
}
+7 -7
View File
@@ -20,19 +20,19 @@
#define PROCESSING_TEXTURE_SHADER
uniform mat4 transform;
uniform mat4 transformMatrix;
uniform mat4 texMatrix;
attribute vec4 vertex;
attribute vec4 position;
attribute vec4 color;
attribute vec2 texCoord;
varying vec4 vertColor;
varying vec4 vertTexCoord;
varying vec4 varColor;
varying vec4 varTexCoord;
void main() {
gl_Position = transform * vertex;
gl_Position = transformMatrix * position;
vertColor = color;
vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
varColor = color;
varTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
}