|
@@ -30,13 +30,14 @@ return {
|
|
|
|
|
|
Vertex shader header:
|
|
|
|
|
|
- in vec3 lovrPosition;
|
|
|
- in vec3 lovrNormal;
|
|
|
+ in vec3 lovrPosition; // The vertex position
|
|
|
+ in vec3 lovrNormal; // The vertex normal vector
|
|
|
in vec2 lovrTexCoord;
|
|
|
in vec4 lovrVertexColor;
|
|
|
in vec3 lovrTangent;
|
|
|
in uvec4 lovrBones;
|
|
|
in vec4 lovrBoneWeights;
|
|
|
+ in uint lovrDrawID;
|
|
|
out vec2 texCoord;
|
|
|
out vec4 vertexColor;
|
|
|
out vec4 lovrColor;
|
|
@@ -44,12 +45,12 @@ return {
|
|
|
uniform mat4 lovrView;
|
|
|
uniform mat4 lovrProjection;
|
|
|
uniform mat4 lovrTransform; // Model-View matrix
|
|
|
- uniform mat3 lovrNormalMatrix;
|
|
|
+ uniform mat3 lovrNormalMatrix; // Inverse-transpose of lovrModel
|
|
|
uniform mat3 lovrMaterialTransform;
|
|
|
uniform float lovrPointSize;
|
|
|
uniform mat4 lovrPose[48];
|
|
|
uniform int lovrViewportCount;
|
|
|
- uniform int lovrViewportIndex;
|
|
|
+ uniform int lovrViewID;
|
|
|
const mat4 lovrPoseMatrix; // Bone-weighted pose
|
|
|
const int lovrInstanceID; // Current instance ID
|
|
|
|
|
@@ -61,7 +62,6 @@ return {
|
|
|
out vec4 lovrCanvas[gl_MaxDrawBuffers];
|
|
|
uniform float lovrMetalness;
|
|
|
uniform float lovrRoughness;
|
|
|
- uniform vec4 lovrColor;
|
|
|
uniform vec4 lovrDiffuseColor;
|
|
|
uniform vec4 lovrEmissiveColor;
|
|
|
uniform sampler2D lovrDiffuseTexture;
|
|
@@ -72,7 +72,7 @@ return {
|
|
|
uniform sampler2D lovrNormalTexture;
|
|
|
uniform samplerCube lovrEnvironmentTexture;
|
|
|
uniform int lovrViewportCount;
|
|
|
- uniform int lovrViewportIndex;
|
|
|
+ uniform int lovrViewID;
|
|
|
|
|
|
### Compute Shaders
|
|
|
|
|
@@ -126,7 +126,7 @@ return {
|
|
|
end
|
|
|
|
|
|
function lovr.draw()
|
|
|
- model:draw(x, y, z, 1)
|
|
|
+ model:draw(x, y, z)
|
|
|
end
|
|
|
]=]
|
|
|
},
|