Update naming convention for builtin shader matrices.

- ClipSpaceFromLocal replaces TransformProjectionMatrix
- ViewSpaceFromLocal replaces TransformMatrix
- ClipSpaceFromView replaces ProjectionMatrix
- ViewNormalFromLocal replaces NormalMatrix

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-07-29 01:25:56 -03:00
parent 5fc2190ce4
commit d338f274ff
4 changed files with 34 additions and 27 deletions
+16 -9
View File
@@ -72,11 +72,18 @@ GLSL.UNIFORMS = [[
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
uniform LOVE_HIGHP_OR_MEDIUMP mat4 TransformMatrix;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ProjectionMatrix;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 TransformProjectionMatrix;
uniform LOVE_HIGHP_OR_MEDIUMP mat3 NormalMatrix;
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;]]
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ViewSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromView;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat3 ViewNormalFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
// Compatibility
#define TransformMatrix ViewSpaceFromLocal
#define ProjectionMatrix ClipSpaceFromView
#define TransformProjectionMatrix ClipSpaceFromLocal
#define NormalMatrix ViewNormalFromLocal
]]
GLSL.FUNCTIONS = [[
#ifdef GL_ES
@@ -222,13 +229,13 @@ attribute vec4 ConstantColor;
varying vec4 VaryingTexCoord;
varying vec4 VaryingColor;
vec4 position(mat4 transform_proj, vec4 vertpos);
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
setPointSize();
love_Position = position(TransformProjectionMatrix, VertexPosition);
love_Position = position(ClipSpaceFromLocal, VertexPosition);
}]],
}
@@ -424,8 +431,8 @@ end
local defaultcode = {
vertex = [[
vec4 position(mat4 transform_proj, vec4 vertpos) {
return transform_proj * vertpos;
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
return clipSpaceFromLocal * localPosition;
}]],
pixel = [[
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {