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authorAdrian Kummerlaender2018-12-16 22:09:17 +0100
committerAdrian Kummerlaender2018-12-16 22:09:17 +0100
commitce334547f0f0560386ca8b97f354d83da68019a5 (patch)
tree2c4e148a7e8052779da70d9cf1767cea5c44926d /src/shader/code/vertex.glsl
parent52cbbff72bd5516b5f325d1c88e4fcd8ca67f989 (diff)
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Generate fluid display using geometry shaders
This should provide much more flexibility. For our purpose it would be useful if the vertex shader was executed after the geometry shader (to apply the projection matrix) but alas this is not the case. Thus the MVP matrix is applied during geometry construction and the vertex shader only provides density extraction.
Diffstat (limited to 'src/shader/code/vertex.glsl')
-rw-r--r--src/shader/code/vertex.glsl12
1 files changed, 9 insertions, 3 deletions
diff --git a/src/shader/code/vertex.glsl b/src/shader/code/vertex.glsl
index 0eccad4..0727708 100644
--- a/src/shader/code/vertex.glsl
+++ b/src/shader/code/vertex.glsl
@@ -1,8 +1,14 @@
static const std::string VERTEX_SHADER_CODE = R"(
-uniform mat4 MVP;
+#version 430
+
+layout (location=0) in vec3 VertexPosition;
+
+out VS_OUT {
+ vec3 color;
+} vs_out;
void main() {
- gl_Position = MVP * vec4(gl_Vertex.xy, 0.0, 1.0);
- gl_FrontColor = gl_Vertex.z * vec4(1., 0., 0., 0.);
+ gl_Position = vec4(VertexPosition.xy, 0., 1.);
+ vs_out.color = vec3(VertexPosition.z, 0., 0.);
}
)";