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sokol: update sokol_gfx.h to the LAST version, and fix example 06 (#13100)
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@@ -10,11 +10,11 @@ uniform vs_params {
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in vec4 a_Position; // Per-vertex position information we will pass in.
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in vec3 a_Normal; // Per-vertex normal information we will pass in.
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in vec4 a_Color; // Per-vertex color information we will pass in.
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//in vec4 a_Color; // Per-vertex color information we will pass in.
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in vec2 a_Texcoord0;
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out vec3 v_Position; // This will be passed into the fragment shader.
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out vec4 v_Color; // This will be passed into the fragment shader.
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//out vec4 v_Color; // This will be passed into the fragment shader.
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out vec3 v_Normal; // This will be passed into the fragment shader.
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out vec3 v_Normal1;
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out vec2 uv; // This will be passed into the fragment shader.
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@@ -25,7 +25,7 @@ void main()
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// Transform the vertex into eye space.
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v_Position = vec3(u_MVMatrix * a_Position);
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// Pass through the color.
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v_Color = a_Color;
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//v_Color = a_Color;
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// calc eye space normal
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v_Normal = vec3(u_NMatrix * vec4(a_Normal, 1.0));
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// texture coord
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@@ -51,7 +51,7 @@ uniform fs_params {
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};
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in vec3 v_Position; // Interpolated position for this fragment.
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in vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment.
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//in vec4 v_Color; // This is the color from the vertex shader interpolated across the triangle per fragment.
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in vec3 v_Normal; // Interpolated normal for this fragment.
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in vec3 v_Normal1;
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in vec2 uv;
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@@ -106,7 +106,7 @@ pub fn (mut obj_part ObjPart) create_pipeline(in_part []int, shader gfx.Shader,
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// the constants [C.ATTR_vs_a_Position, C.ATTR_vs_a_Color, C.ATTR_vs_a_Texcoord0] are generated by sokol-shdc
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pipdesc.layout.attrs[C.ATTR_vs_a_Position].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_a_Normal].format = .float3 // x,y,z as f32
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pipdesc.layout.attrs[C.ATTR_vs_a_Color].format = .ubyte4n // color as u32
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// pipdesc.layout.attrs[C.ATTR_vs_a_Color].format = .ubyte4n // color as u32
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pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .float2 // u,v as f32
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// pipdesc.layout.attrs[C.ATTR_vs_a_Texcoord0].format = .short2n // u,v as u16
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pipdesc.index_type = .uint32
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