gpu/internal/convertshaders,gpu: represent converted shaders with raw literals

Raw strings with linebreaks are easier to read and produce smaller
diffs.

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2021-04-12 12:04:53 +02:00
parent 495c690187
commit fbee13a07d
13 changed files with 7086 additions and 474 deletions
+7 -5
View File
@@ -2,9 +2,11 @@
// SPDX-License-Identifier: Unlicense OR MIT
#extension GL_GOOGLE_include_directive : enable
precision highp float;
#include <common.inc>
#include "common.h"
layout(binding = 0) uniform Block {
vec4 transform;
@@ -12,7 +14,7 @@ layout(binding = 0) uniform Block {
vec4 uvTransformR1;
vec4 uvTransformR2;
float z;
};
} _block;
layout(location = 0) in vec2 pos;
@@ -22,8 +24,8 @@ layout(location = 1) in vec2 uv;
layout(location = 1) out vec2 vUV;
void main() {
gl_Position = toClipSpace(vec4(pos*transform.xy + transform.zw, z, 1));
vUV = transform3x2(m3x2(uvTransformR1.xyz, uvTransformR2.xyz), vec3(uv,1)).xy;
gl_Position = toClipSpace(vec4(pos*_block.transform.xy + _block.transform.zw, _block.z, 1));
vUV = transform3x2(m3x2(_block.uvTransformR1.xyz, _block.uvTransformR2.xyz), vec3(uv,1)).xy;
vec3 uv3 = transform3x2(fboTextureTransform, vec3(uv, 1.0));
vCoverUV = (uv3*vec3(uvCoverTransform.xy, 1.0)+vec3(uvCoverTransform.zw, 0.0)).xy;
vCoverUV = (uv3*vec3(_block.uvCoverTransform.xy, 1.0)+vec3(_block.uvCoverTransform.zw, 0.0)).xy;
}