mirror of
https://github.com/libretro/glsl-shaders.git
synced 2024-11-23 07:40:29 +00:00
remove some extraneous cruft in stock and slang conversion template
This commit is contained in:
parent
ec1f33c1ec
commit
8914a53bfa
@ -24,9 +24,7 @@
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
// out variables go here as COMPAT_VARYING whatever
|
||||
|
||||
@ -51,8 +49,8 @@ uniform COMPAT_PRECISION float WHATEVER;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
TEX0.xy = TexCoord.xy;
|
||||
gl_Position = MVPMatrix * VertexCoord;
|
||||
TEX0.xy = TexCoord.xy;
|
||||
// Paste vertex contents here:
|
||||
}
|
||||
|
||||
|
17
stock.glsl
17
stock.glsl
@ -22,7 +22,6 @@ COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
vec4 _oPosition1;
|
||||
uniform mat4 MVPMatrix;
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
@ -32,13 +31,7 @@ uniform COMPAT_PRECISION vec2 InputSize;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 _oColor;
|
||||
vec2 _otexCoord;
|
||||
gl_Position = VertexCoord.x * MVPMatrix[0] + VertexCoord.y * MVPMatrix[1] + VertexCoord.z * MVPMatrix[2] + VertexCoord.w * MVPMatrix[3];
|
||||
_oPosition1 = gl_Position;
|
||||
_oColor = COLOR;
|
||||
_otexCoord = TexCoord.xy;
|
||||
COL0 = COLOR;
|
||||
TEX0.xy = TexCoord.xy;
|
||||
}
|
||||
|
||||
@ -65,10 +58,6 @@ precision mediump float;
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
struct output_dummy {
|
||||
vec4 _color;
|
||||
};
|
||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
|
||||
uniform COMPAT_PRECISION int FrameCount;
|
||||
uniform COMPAT_PRECISION vec2 OutputSize;
|
||||
@ -76,13 +65,9 @@ uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
//standard texture sample looks like this: COMPAT_TEXTURE(Texture, TEX0.xy);
|
||||
|
||||
void main()
|
||||
{
|
||||
output_dummy _OUT;
|
||||
_OUT._color = COMPAT_TEXTURE(Texture, TEX0.xy);
|
||||
FragColor = _OUT._color;
|
||||
return;
|
||||
FragColor = COMPAT_TEXTURE(Texture, TEX0.xy);
|
||||
}
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user