Browse Source
This solves a chicken and egg problem when loading shaders that need to know about GLContext limits. Also moved initGLContext() from tangerine.cpp to shader.cppmain
5 changed files with 93 additions and 30 deletions
@ -0,0 +1,30 @@ |
|||||||
|
|
||||||
|
#pragma once |
||||||
|
|
||||||
|
|
||||||
|
const char* DUMMY_VERTEX_SHADER = R"VS( |
||||||
|
#version 330 core |
||||||
|
layout (location = 0) in vec3 position; |
||||||
|
|
||||||
|
uniform mat4 world_transform; |
||||||
|
uniform mat4 MVP; |
||||||
|
|
||||||
|
|
||||||
|
void main() |
||||||
|
{ |
||||||
|
gl_Position = MVP * world_transform * vec4(position, 1); |
||||||
|
} |
||||||
|
)VS"; |
||||||
|
|
||||||
|
const char* DUMMY_FRAGMENT_SHADER = R"FS( |
||||||
|
#version 330 core |
||||||
|
|
||||||
|
out vec4 color; |
||||||
|
|
||||||
|
|
||||||
|
void main() |
||||||
|
{ |
||||||
|
color = vec4(1, 0, 0, 1); |
||||||
|
} |
||||||
|
)FS"; |
||||||
|
|
||||||
Loading…
Reference in new issue