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The next phase of shader cleanup #106

Merged
merged 5 commits into from Sep 10, 2014
Merged

Commits on Sep 10, 2014

  1. Simplify rectangular texture program

    Share most of the code between rectangular and texture programs by
    using a texture space transformation which modifies texture coordinates
    per-vertex. This also allows the elimination of the flipped texture
    coordinates, further simplifying things. This is a preliminary step
    to make it easier to implement masking to layer boundaries.
    mrobinson committed Sep 10, 2014
  2. Abstract shader compiler into ShaderProgram struct

    This simplifies things slightly and better encapsulates the shared
    logic of shaders.
    mrobinson committed Sep 10, 2014
  3. Set the SolidLineProgram texture space transform

    Things seem to function properly without this, but this is more correct.
    mrobinson committed Sep 10, 2014
  4. Eliminate z-coordinate in vertex position attributes

    The z-coordinate is always 0, so we can just make it a constant in the
    shader. This should result in less data streaming to the GPU when the
    vertex coordinates change with clipping support.
    mrobinson committed Sep 10, 2014
  5. Do not pass texture coordinates to shader

    This can always be inferred from the unit rectangle coordinates, so we
    simply omit them from the list of attributes passed to the shader.
    mrobinson committed Sep 10, 2014
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