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gl_shader_gen: Use explicit locations for vertex shader attributes.
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commit
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2 changed files with 8 additions and 14 deletions
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@ -362,15 +362,14 @@ out vec4 color;
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}
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std::string GenerateVertexShader() {
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static const std::string out = R"(
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#version 330
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in vec4 vert_position;
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in vec4 vert_color;
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in vec2 vert_texcoord0;
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in vec2 vert_texcoord1;
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in vec2 vert_texcoord2;
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std::string out = "#version 330\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_POSITION) + ") in vec4 vert_position;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_COLOR) + ") in vec4 vert_color;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD0) + ") in vec2 vert_texcoord0;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD1) + ") in vec2 vert_texcoord1;\n";
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out += "layout(location = " + std::to_string((int)ATTRIBUTE_TEXCOORD2) + ") in vec2 vert_texcoord2;\n";
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out += R"(
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out vec4 primary_color;
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out vec2 texcoord[3];
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@ -382,6 +381,7 @@ void main() {
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gl_Position = vec4(vert_position.x, -vert_position.y, -vert_position.z, vert_position.w);
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}
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)";
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return out;
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}
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@ -66,12 +66,6 @@ GLuint LoadProgram(const char* vertex_shader, const char* fragment_shader) {
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glAttachShader(program_id, vertex_shader_id);
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glAttachShader(program_id, fragment_shader_id);
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_POSITION, "vert_position");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_COLOR, "vert_color");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_TEXCOORD0, "vert_texcoord0");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_TEXCOORD1, "vert_texcoord1");
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glBindAttribLocation(program_id, Attributes::ATTRIBUTE_TEXCOORD2, "vert_texcoord2");
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glLinkProgram(program_id);
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// Check the program
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