Reorganize how shader files sit in the shaders folder

This commit is contained in:
Grant Sanderson
2021-01-05 23:14:16 -08:00
parent 6486938c59
commit 065df65cf1
34 changed files with 56 additions and 59 deletions

View File

@ -0,0 +1,39 @@
#version 330
uniform mat4 to_screen_space;
uniform float is_fixed_in_frame;
uniform float focal_distance;
in vec3 point;
in vec3 prev_point;
in vec3 next_point;
in vec3 unit_normal;
in float stroke_width;
in vec4 color;
// Bezier control point
out vec3 bp;
out vec3 prev_bp;
out vec3 next_bp;
out vec3 v_global_unit_normal;
out float v_stroke_width;
out vec4 v_color;
const float STROKE_WIDTH_CONVERSION = 0.01;
// To my knowledge, there is no notion of #include for shaders,
// so to share functionality between this and others, the caller
// replaces this line with the contents of named file
#INSERT position_point_into_frame.glsl
void main(){
bp = position_point_into_frame(point);
prev_bp = position_point_into_frame(prev_point);
next_bp = position_point_into_frame(next_point);
v_global_unit_normal = normalize(to_screen_space * vec4(unit_normal, 0)).xyz;
v_stroke_width = STROKE_WIDTH_CONVERSION * stroke_width;
v_color = color;
}