GPU: Shader: Move IN_OUT define to shader GPU_shader_create_ex

This adds the opportunity to use it in multiple places.
This commit is contained in:
Clément Foucault
2020-07-15 14:59:52 +02:00
parent 987d14a3b2
commit 24c846b2b4
3 changed files with 20 additions and 26 deletions

View File

@@ -137,24 +137,20 @@ void blend_mode_output(
}
}
#ifdef GPU_VERTEX_SHADER
# define IN_OUT out
#else
# define IN_OUT in
#endif
/* Shader interface. */
IN_OUT vec4 finalColorMul;
IN_OUT vec4 finalColorAdd;
IN_OUT vec3 finalPos;
IN_OUT vec2 finalUvs;
noperspective IN_OUT float strokeThickness;
noperspective IN_OUT float strokeHardeness;
flat IN_OUT vec2 strokeAspect;
flat IN_OUT vec2 strokePt1;
flat IN_OUT vec2 strokePt2;
flat IN_OUT int matFlag;
flat IN_OUT float depth;
IN_OUT ShaderStageInterface
{
vec4 finalColorMul;
vec4 finalColorAdd;
vec3 finalPos;
vec2 finalUvs;
noperspective float strokeThickness;
noperspective float strokeHardeness;
flat vec2 strokeAspect;
flat vec2 strokePt1;
flat vec2 strokePt2;
flat int matFlag;
flat float depth;
};
#ifdef GPU_FRAGMENT_SHADER

View File

@@ -1,10 +1,4 @@
#ifdef GPU_VERTEX_SHADER
# define IN_OUT out
#else
# define IN_OUT in
#endif
IN_OUT ShaderStageInterface
{
vec3 normal_interp;

View File

@@ -453,7 +453,9 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = "#define GPU_VERTEX_SHADER\n";
source[num_source++] =
"#define GPU_VERTEX_SHADER\n"
"#define IN_OUT out\n";
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;
@@ -484,7 +486,9 @@ GPUShader *GPU_shader_create_ex(const char *vertexcode,
int num_source = 0;
source[num_source++] = gpu_shader_version();
source[num_source++] = "#define GPU_FRAGMENT_SHADER\n";
source[num_source++] =
"#define GPU_FRAGMENT_SHADER\n"
"#define IN_OUT in\n";
source[num_source++] = standard_extensions;
source[num_source++] = standard_defines;