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Finalize Shader API #13

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codeanticode opened this Issue · 0 comments

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@codeanticode
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Changes in the uniform/uniforms in the GLSL shaders used by the P2D/P3D renderers:

  • Remove the prefix in from all vertex attributes (inVertex, inColor, etc)
  • For texture shaders: texCoord instead of inTexcoord, texMatrix instead of texcoordMatrix, texOffset instead of texCoordOffset.
  • shininess instad of inShine in light/texlight shaders
  • Matrices: projection instead of projectionMatrix modelview instead of modelviewMatrix transform instead of projmodelviewMatrix normalMatrix remains as it is to avoid conflict with the normal attribute
  • textureSampler renamed to texture
  • Remove built-in uniforms (mouse, pmouse, time)
  • previous frame is available in the sampler2D uniform buffer (pframeSampler in 2.0b7)
  • inLine and inPoint (line and point shaders, respectively) renamed to endpoint and offset.
  • lightFalloff instead of lightFalloffCoefficients, and lightSpot instead of lightSpotParameters in light and texlight shaders

Type detection mechanism:

Remove the auto-detection based on the presence of certain uniforms/attributes. Make it define-based:

  • #define PROCESSING_POINT_SHADER
  • #define PROCESSING_LINE_SHADER
  • #define PROCESSING_COLOR_SHADER
  • #define PROCESSING_LIGHT_SHADER
  • #define PROCESSING_TEX_SHADER
  • #define PROCESSING_TEXLIGHT_SHADER
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