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[gfx] Make sure that all UBOs have variable names to avoid problems o…
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…n metal
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jcelerier committed Nov 11, 2023
1 parent cfaf286 commit 1cbd558
Showing 1 changed file with 25 additions and 39 deletions.
64 changes: 25 additions & 39 deletions Threedim/ModelDisplay/ModelDisplayNode.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -25,9 +25,8 @@ layout(location = 2) out vec2 v_texcoord;
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand All @@ -47,16 +46,15 @@ void main()
esVertex = position;
esNormal = normal;
v_texcoord = texcoord;
gl_Position = clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
gl_Position = renderer.clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
}
)_";

static const constexpr auto model_display_fragment_shader_phong = R"_(#version 450
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 1) uniform process_t {
float time;
Expand All @@ -71,7 +69,7 @@ layout(std140, binding = 1) uniform process_t {
vec4 channelTime;
float sampleRate;
};
} process;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand Down Expand Up @@ -102,8 +100,8 @@ void main ()
{
vec3 normal = normalize(esNormal);
vec3 light;
lightPosition.y = sin(time) * 20.;
lightPosition.z = cos(time) * 50.;
lightPosition.y = sin(process.time) * 20.;
lightPosition.z = cos(process.time) * 50.;
if(lightPosition.w == 0.0)
{
light = normalize(lightPosition.xyz);
Expand Down Expand Up @@ -136,9 +134,8 @@ layout(location = 0) out vec2 v_texcoord;
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand All @@ -156,16 +153,15 @@ out gl_PerVertex { vec4 gl_Position; };
void main()
{
v_texcoord = texcoord;
gl_Position = clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
gl_Position = renderer.clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
}
)_";

static const constexpr auto model_display_fragment_shader_texcoord = R"_(#version 450
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand Down Expand Up @@ -200,9 +196,8 @@ layout(location = 1) out vec3 v_coords;
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand All @@ -221,16 +216,15 @@ void main()
{
v_normal = normal;
v_coords = (mat.matrixModel * vec4(position.xyz, 1.0)).xyz;
gl_Position = clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
gl_Position = renderer.clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
}
)_";

static const constexpr auto model_display_fragment_shader_triplanar = R"_(#version 450
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand Down Expand Up @@ -274,9 +268,8 @@ layout(location = 1) out vec3 v_n;
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand All @@ -296,15 +289,14 @@ void main()
vec4 p = vec4( position, 1. );
v_e = normalize( vec3( mat.matrixModelView * p ) );
v_n = normal; //normalize( mat.matrixNormal * normal );
gl_Position = clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
gl_Position = renderer.clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
}
)_";
static const constexpr auto model_display_fragment_shader_spherical = R"_(#version 450
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand Down Expand Up @@ -345,9 +337,8 @@ layout(location = 1) out vec3 v_n;
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand All @@ -372,15 +363,14 @@ void main()
vec4 p = vec4( position, 1. );
v_e = normalize( vec3( mat.matrixModelView * p ) );
v_n = normalize( mat.matrixNormal * normal );
gl_Position = clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
gl_Position = renderer.clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
}
)_";
static const constexpr auto model_display_fragment_shader_spherical2 = R"_(#version 450
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand Down Expand Up @@ -412,9 +402,8 @@ layout(location = 0) in vec3 position;
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand All @@ -431,16 +420,15 @@ out gl_PerVertex { vec4 gl_Position; };
void main()
{
gl_Position = clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
gl_Position = renderer.clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
}
)_";

static const constexpr auto model_display_fragment_shader_viewspace = R"_(#version 450
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand All @@ -457,7 +445,7 @@ layout(location = 0) out vec4 fragColor;
void main ()
{
fragColor = texture(y_tex, gl_FragCoord.xy / renderSize.xy);
fragColor = texture(y_tex, gl_FragCoord.xy / renderer.renderSize.xy);
}
)_";

Expand All @@ -468,9 +456,8 @@ layout(location = 1) out vec2 v_bary;
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand All @@ -491,16 +478,15 @@ void main()
else if(gl_VertexIndex % 3 == 1) v_bary = vec2(0, 1);
else if(gl_VertexIndex % 3 == 2) v_bary = vec2(1, 0);
gl_Position = clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
gl_Position = renderer.clipSpaceCorrMatrix * mat.matrixModelViewProjection * vec4(position.xyz, 1.0);
}
)_";

static const constexpr auto model_display_fragment_shader_barycentric = R"_(#version 450
layout(std140, binding = 0) uniform renderer_t {
mat4 clipSpaceCorrMatrix;
vec2 texcoordAdjust;
vec2 renderSize;
};
} renderer;
layout(std140, binding = 2) uniform material_t {
mat4 matrixModelViewProjection;
Expand Down

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