GPUShader: Port 3D uniform color clipped shaders to use shaderCreateInfo
This should have no functional changes.
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@@ -223,8 +223,7 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
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[GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR] =
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{
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.name = "GPU_SHADER_3D_CLIPPED_UNIFORM_COLOR",
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.vert = datatoc_gpu_shader_3D_clipped_uniform_color_vert_glsl,
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.frag = datatoc_gpu_shader_uniform_color_frag_glsl,
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.create_info = "gpu_shader_3D_clipped_uniform_color",
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},
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[GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR] = {.name = "GPU_SHADER_3D_POLYLINE_UNIFORM_COLOR",
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@@ -19,4 +19,19 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_uniform_color)
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GPU_SHADER_CREATE_INFO(gpu_shader_3D_uniform_color_clipped)
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.additional_info("gpu_shader_3D_uniform_color")
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.additional_info("gpu_clip_planes");
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.additional_info("gpu_clip_planes")
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.do_static_compilation(true);
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/* Confusing naming convention. But this is a version with only one local clip plane. */
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GPU_SHADER_CREATE_INFO(gpu_shader_3D_clipped_uniform_color)
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.vertex_in(0, Type::VEC3, "pos")
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.fragment_out(0, Type::VEC4, "fragColor")
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.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
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.push_constant(Type::VEC4, "color")
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/* TODO(fclem): Put thoses two to one UBO. */
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.push_constant(Type::MAT4, "ModelMatrix")
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.push_constant(Type::VEC4, "ClipPlane")
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.vertex_source("gpu_shader_3D_clipped_uniform_color_vert.glsl")
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.fragment_source("gpu_shader_uniform_color_frag.glsl")
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.additional_info("gpu_srgb_to_framebuffer_space")
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.do_static_compilation(true);
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