Shaders adapted for Legacy GL
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This commit is contained in:
2026-03-22 10:44:28 -05:00
parent ca0e9fc3b2
commit 5ac21db997
9 changed files with 184 additions and 61 deletions

View File

@@ -7,21 +7,25 @@
#include "display/shader/shaderunlit.h"
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
.vert =
"#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
"void main() {\n"
" gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
"}\n",
#ifdef DUSK_OPENGL_LEGACY
shaderdefinition_t SHADER_UNLIT_DEFINITION = { 0 };
#else
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
.vert =
"#version 330 core\n"
"layout(location = 0) in vec3 aPos;\n"
"uniform mat4 u_Proj;\n"
"uniform mat4 u_View;\n"
"uniform mat4 u_Model;\n"
"void main() {\n"
" gl_Position = u_Proj * u_View * u_Model * vec4(aPos, 1.0);\n"
"}\n",
.frag =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main() {\n"
" FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n"
};
.frag =
"#version 330 core\n"
"out vec4 FragColor;\n"
"void main() {\n"
" FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n"
"}\n"
};
#endif