chore: migrate sobel to glsl 330 (#4682)

develop
Michael Pollind 2021-05-26 13:39:04 -07:00 committed by GitHub
parent fe7fc1f634
commit eccfa3030e
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2 changed files with 21 additions and 36 deletions

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@ -1,18 +1,9 @@
/*
* Copyright 2012 Benjamin Glatzel <benjamin.glatzel@me.com>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// Copyright 2021 The Terasology Foundation
// SPDX-License-Identifier: Apache-2.0
#version 330 core
in vec2 v_uv0;
uniform sampler2D texDepth;
@ -23,7 +14,7 @@ uniform float pixelOffsetX;
uniform float pixelOffsetY;
float fetchDepth(float x, float y) {
return linDepth(texture2D(texDepth, gl_TexCoord[0].xy + vec2(x*texelWidth*pixelOffsetX, y*texelHeight*pixelOffsetY)).x);
return linDepth(texture2D(texDepth, v_uv0.xy + vec2(x*texelWidth*pixelOffsetX, y*texelHeight*pixelOffsetY)).x);
}
void main() {

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@ -1,22 +1,16 @@
/*
* Copyright 2012 Benjamin Glatzel <benjamin.glatzel@me.com>
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
// Copyright 2021 The Terasology Foundation
// SPDX-License-Identifier: Apache-2.0
void main()
{
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_FrontColor = gl_Color;
#version 330 core
layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;
out vec2 v_uv0;
void main() {
gl_Position = vec4(in_vert, 1.0);
v_uv0 = in_uv0;
}