Fix blaze3d shader inputs for Vulkan

This commit is contained in:
James Seibel
2026-05-17 18:12:51 -05:00
parent 51b52a7d2a
commit 9465512491
11 changed files with 14 additions and 15 deletions
@@ -10,6 +10,6 @@ out vec2 TexCoord;
*/ */
void main() void main()
{ {
gl_Position = vec4(vPosition, 0.0, 1.0); gl_Position = vec4(vPosition, 1.0, 1.0);
TexCoord = vPosition.xy * 0.5 + 0.5; TexCoord = vPosition.xy * 0.5 + 0.5;
} }
@@ -7,6 +7,6 @@ out vec2 TexCoord;
// DH copy // DH copy
void main() void main()
{ {
gl_Position = vec4(vPosition, 0.0, 1.0); gl_Position = vec4(vPosition, 1.0, 1.0);
TexCoord = vPosition.xy * 0.5 + 0.5; TexCoord = vPosition.xy * 0.5 + 0.5;
} }
@@ -1,13 +1,13 @@
#version 150 core #version 150 core
out vec4 fragColor;
layout (std140) uniform uniformBlock layout (std140) uniform uniformBlock
{ {
mat4 uTransform; mat4 uTransform;
vec4 uColor; vec4 uColor;
}; };
out vec4 fragColor;
void main() void main()
{ {
fragColor = uColor; fragColor = uColor;
@@ -1,13 +1,13 @@
#version 150 core #version 150 core
in vec3 vPosition;
layout (std140) uniform uniformBlock layout (std140) uniform uniformBlock
{ {
mat4 uTransform; mat4 uTransform;
vec4 uColor; vec4 uColor;
}; };
in vec3 vPosition;
void main() void main()
{ {
gl_Position = uTransform * vec4(vPosition, 1.0); gl_Position = uTransform * vec4(vPosition, 1.0);
@@ -2,13 +2,11 @@
in vec2 vPosition; in vec2 vPosition;
out vec4 fColor;
out vec2 TexCoord; out vec2 TexCoord;
// DH vert fade test // DH vert fade test
void main() void main()
{ {
gl_Position = vec4(vPosition, 0.0, 1.0); gl_Position = vec4(vPosition, 1.0, 1.0);
fColor = vec4(vPosition, 0.0, 1.0);
TexCoord = vPosition.xy * 0.5 + 0.5; TexCoord = vPosition.xy * 0.5 + 0.5;
} }
@@ -1,4 +1,4 @@
#version 330 core #version 150 core
in vec3 vPosition; in vec3 vPosition;
in vec4 aColor; // RGBA_FLOAT_COLOR in vec4 aColor; // RGBA_FLOAT_COLOR
@@ -1,4 +1,4 @@
#version 330 core #version 150 core
layout (location = 1) in vec4 aColor; layout (location = 1) in vec4 aColor;
layout (location = 2) in vec3 aScale; layout (location = 2) in vec3 aScale;
@@ -1,8 +1,9 @@
#version 150 #version 150
// order matters, this must match the vertex shader's outputs
in vec3 vPos;
in vec4 vertexColor; in vec4 vertexColor;
in vec3 vertexWorldPos; in vec3 vertexWorldPos;
in vec3 vPos;
in vec4 gl_FragCoord; in vec4 gl_FragCoord;
out vec4 fragColor; out vec4 fragColor;
@@ -6,10 +6,10 @@ in vec4 vColor;
in int irisMaterial; in int irisMaterial;
in int irisNormal; in int irisNormal;
// order matters, this must match the fragment shader's inputs
out vec3 vPos; out vec3 vPos;
out vec4 vertexColor; out vec4 vertexColor;
out vec3 vertexWorldPos; out vec3 vertexWorldPos;
out float vertexYPos;
layout (std140) uniform vertUniqueUniformBlock layout (std140) uniform vertUniqueUniformBlock
{ {
@@ -39,7 +39,7 @@ void main()
vertexWorldPos = vPosition.xyz + (uModelOffset - uCameraPos); vertexWorldPos = vPosition.xyz + (uModelOffset - uCameraPos);
vertexYPos = vPosition.y + uWorldYOffset; float vertexYPos = vPosition.y + uWorldYOffset;
uint mirco = (meta & 0xFF00u) >> 8u; // mirco offset which is a xyz 2bit value uint mirco = (meta & 0xFF00u) >> 8u; // mirco offset which is a xyz 2bit value
// 0b00 = no offset // 0b00 = no offset
@@ -1,5 +1,4 @@
#version 150 core #version 150 core
#extension GL_ARB_derivative_control : enable
#define SAMPLE_MAX 64 #define SAMPLE_MAX 64
@@ -1,6 +1,7 @@
#version 150 core #version 150 core
in vec4 fColor; in vec4 fColor;
out vec4 fragColor; out vec4 fragColor;
// DH frag test // DH frag test