matrix: use 2D matrices

This commit is contained in:
emersion 2018-03-15 15:33:58 +01:00
parent d26b67cb06
commit 824a95ad19
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GPG key ID: 0FDE7BE0E88F5E48
21 changed files with 216 additions and 271 deletions

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@ -3,29 +3,29 @@
// Colored quads
const GLchar quad_vertex_src[] =
"uniform mat4 proj;"
"uniform mat3 proj;"
"uniform vec4 color;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec4 v_color;"
"varying vec2 v_texcoord;"
"mat4 transpose(in mat4 inMatrix) {"
" vec4 i0 = inMatrix[0];"
" vec4 i1 = inMatrix[1];"
" vec4 i2 = inMatrix[2];"
" vec4 i3 = inMatrix[3];"
" mat4 outMatrix = mat4("
" vec4(i0.x, i1.x, i2.x, i3.x),"
" vec4(i0.y, i1.y, i2.y, i3.y),"
" vec4(i0.z, i1.z, i2.z, i3.z),"
" vec4(i0.w, i1.w, i2.w, i3.w)"
" );"
" return outMatrix;"
""
"mat3 transpose(in mat3 inMatrix) {"
" vec3 i0 = inMatrix[0];"
" vec3 i1 = inMatrix[1];"
" vec3 i2 = inMatrix[2];"
" mat3 outMatrix = mat3("
" vec3(i0.x, i1.x, i2.x),"
" vec3(i0.y, i1.y, i2.y),"
" vec3(i0.z, i1.z, i2.z)"
" );"
" return outMatrix;"
"}"
""
"void main() {"
" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
" v_color = color;"
" v_texcoord = texcoord;"
" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);"
" v_color = color;"
" v_texcoord = texcoord;"
"}";
const GLchar quad_fragment_src[] =
@ -49,26 +49,25 @@ const GLchar ellipse_fragment_src[] =
// Textured quads
const GLchar vertex_src[] =
"uniform mat4 proj;"
"uniform mat3 proj;"
"attribute vec2 pos;"
"attribute vec2 texcoord;"
"varying vec2 v_texcoord;"
"mat4 transpose(in mat4 inMatrix) {"
" vec4 i0 = inMatrix[0];"
" vec4 i1 = inMatrix[1];"
" vec4 i2 = inMatrix[2];"
" vec4 i3 = inMatrix[3];"
" mat4 outMatrix = mat4("
" vec4(i0.x, i1.x, i2.x, i3.x),"
" vec4(i0.y, i1.y, i2.y, i3.y),"
" vec4(i0.z, i1.z, i2.z, i3.z),"
" vec4(i0.w, i1.w, i2.w, i3.w)"
" );"
""
" return outMatrix;"
"mat3 transpose(in mat3 inMatrix) {"
" vec3 i0 = inMatrix[0];"
" vec3 i1 = inMatrix[1];"
" vec3 i2 = inMatrix[2];"
" mat3 outMatrix = mat3("
" vec3(i0.x, i1.x, i2.x),"
" vec3(i0.y, i1.y, i2.y),"
" vec3(i0.z, i1.z, i2.z)"
" );"
" return outMatrix;"
"}"
""
"void main() {"
" gl_Position = transpose(proj) * vec4(pos, 0.0, 1.0);"
" gl_Position = vec4(transpose(proj) * vec3(pos, 1.0), 1.0);"
" v_texcoord = texcoord;"
"}";
@ -87,8 +86,8 @@ const GLchar fragment_src_rgbx[] =
"uniform sampler2D tex;"
"uniform float alpha;"
"void main() {"
" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
" gl_FragColor.a = alpha;"
" gl_FragColor.rgb = alpha * texture2D(tex, v_texcoord).rgb;"
" gl_FragColor.a = alpha;"
"}";
const GLchar fragment_src_external[] =
@ -97,6 +96,6 @@ const GLchar fragment_src_external[] =
"varying vec2 v_texcoord;"
"uniform samplerExternalOES texture0;"
"void main() {"
" vec4 col = texture2D(texture0, v_texcoord);"
" gl_FragColor = vec4(col.rgb, col.a);"
" vec4 col = texture2D(texture0, v_texcoord);"
" gl_FragColor = vec4(col.rgb, col.a);"
"}";