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lineshader.go
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/
lineshader.go
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// Copyright 2015 Matthew Collins
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package render
import "github.com/thinkofdeath/steven/render/gl"
type lineShader struct {
Position gl.Attribute `gl:"aPosition"`
Color gl.Attribute `gl:"aColor"`
PerspectiveMatrix gl.Uniform `gl:"perspectiveMatrix"`
CameraMatrix gl.Uniform `gl:"cameraMatrix"`
}
const (
vertexLine = `
#version 150
in vec3 aPosition;
in vec4 aColor;
uniform mat4 perspectiveMatrix;
uniform mat4 cameraMatrix;
out vec4 vColor;
void main() {
vec3 pos = vec3(aPosition.x, -aPosition.y, aPosition.z);
gl_Position = perspectiveMatrix * cameraMatrix * vec4(pos, 1.0);
vColor = aColor;
}
`
fragmentLine = `
#version 150
const float atlasSize = ` + atlasSizeStr + `;
in vec4 vColor;
out vec4 fragColor;
void main() {
fragColor = vec4(vColor);
}
`
)