forked from joejulian/gio
gpu,gpu/gl: implement shader uniform buffers
Emulate them for the OpenGL ES backend because 2.0 doesn't support uniform buffers. The future d3d backend only supports uniform (constant) buffers. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -8,11 +8,11 @@ layout(binding = 0) uniform Block {
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float z;
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vec2 scale;
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vec2 offset;
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vec2 uvScale;
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vec2 uvOffset;
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vec2 uvCoverScale;
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vec2 uvCoverOffset;
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} uniforms;
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vec2 uvScale;
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vec2 uvOffset;
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};
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layout(location = 0) in vec2 pos;
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@@ -22,7 +22,7 @@ layout(location = 1) in vec2 uv;
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layout(location = 1) out vec2 vUV;
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void main() {
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gl_Position = vec4(pos*uniforms.scale + uniforms.offset, uniforms.z, 1);
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vUV = uv*uniforms.uvScale + uniforms.uvOffset;
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vCoverUV = uv*uniforms.uvCoverScale+uniforms.uvCoverOffset;
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gl_Position = vec4(pos*scale + offset, z, 1);
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vUV = uv*uvScale + uvOffset;
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vCoverUV = uv*uvCoverScale+uvCoverOffset;
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}
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