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@@ -32,11 +32,11 @@ local indices = lovr.graphics.newBuffer('u16', quads)
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local shader = lovr.graphics.newShader([[
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readonly buffer Points { float data[]; };
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-layout(location = 0) flat out vec3 head;
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-layout(location = 1) flat out vec3 tail;
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-layout(location = 2) flat out vec4 headColor;
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-layout(location = 3) flat out vec4 tailColor;
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-layout(location = 4) out float width;
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+flat out vec3 head;
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+flat out vec3 tail;
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+flat out vec4 headColor;
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+flat out vec4 tailColor;
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+out float width;
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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@@ -86,11 +86,11 @@ vec4 lovrmain() {
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return ClipFromView * vec4(PositionWorld, 1.);
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}
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]], [[
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-layout(location = 0) flat in vec3 head;
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-layout(location = 1) flat in vec3 tail;
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-layout(location = 2) flat in vec4 headColor;
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-layout(location = 3) flat in vec4 tailColor;
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-layout(location = 4) in float width;
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+flat in vec3 head;
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+flat in vec3 tail;
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+flat in vec4 headColor;
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+flat in vec4 tailColor;
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+in float width;
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layout(depth_less) out float FragDepth;
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