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author | Adrian Kummerlaender | 2022-09-21 22:03:22 +0200 |
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committer | Adrian Kummerlaender | 2022-09-21 22:03:22 +0200 |
commit | a49886ba29d0f28d3d4fe562a935defdaeb7a738 (patch) | |
tree | 188eecfd696a2a3113e8e5a20f47d9374beb48bc | |
parent | 8c207f1424f8865d7e9af990326000b3dc733db4 (diff) | |
download | symlbm_playground-master.tar symlbm_playground-master.tar.gz symlbm_playground-master.tar.bz2 symlbm_playground-master.tar.lz symlbm_playground-master.tar.xz symlbm_playground-master.tar.zst symlbm_playground-master.zip |
-rw-r--r-- | channel_2d_gl_interop.py | 4 | ||||
-rw-r--r-- | channel_3d_gl_interop.py | 4 | ||||
-rw-r--r-- | channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py | 4 | ||||
-rw-r--r-- | channel_3d_volumetric_rendering_gl_interop.py | 6 | ||||
-rw-r--r-- | ldc_3d_gl_interop.py | 5 | ||||
-rw-r--r-- | trugfeuer_2d_gl_interop.py | 4 |
6 files changed, 19 insertions, 8 deletions
diff --git a/channel_2d_gl_interop.py b/channel_2d_gl_interop.py index eaf2c46..8e52d78 100644 --- a/channel_2d_gl_interop.py +++ b/channel_2d_gl_interop.py @@ -140,8 +140,10 @@ particle_fragment_shader = shaders.compileShader(""" in vec3 color; +layout(location = 0) out vec4 frag_color; + void main(){ - gl_FragColor = vec4(color.xyz, 0.0); + frag_color = vec4(color.xyz, 0.0); }""", GL_FRAGMENT_SHADER) particle_vertex_shader = shaders.compileShader(Template(""" diff --git a/channel_3d_gl_interop.py b/channel_3d_gl_interop.py index 376276c..3b93f86 100644 --- a/channel_3d_gl_interop.py +++ b/channel_3d_gl_interop.py @@ -134,8 +134,10 @@ fragment_shader = shaders.compileShader(""" in vec3 color; +layout(location = 0) out vec4 frag_color; + void main(){ - gl_FragColor = vec4(color.xyz, 0.0); + frag_color = vec4(color.xyz, 0.0); }""", GL_FRAGMENT_SHADER) lighting_vertex_shader = shaders.compileShader(""" diff --git a/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py b/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py index 41d2958..13896a8 100644 --- a/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py +++ b/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py @@ -147,8 +147,10 @@ fragment_shader = shaders.compileShader(""" in vec3 color; +layout(location = 0) out vec4 frag_color; + void main(){ - gl_FragColor = vec4(vec3(0.5), 1.0); + frag_color = vec4(vec3(0.5), 1.0); }""", GL_FRAGMENT_SHADER) raycast_vertex_shader = shaders.compileShader(""" diff --git a/channel_3d_volumetric_rendering_gl_interop.py b/channel_3d_volumetric_rendering_gl_interop.py index 28ed003..38d8f54 100644 --- a/channel_3d_volumetric_rendering_gl_interop.py +++ b/channel_3d_volumetric_rendering_gl_interop.py @@ -25,7 +25,7 @@ lattice_x = 200 lattice_y = 64 lattice_z = 64 -updates_per_frame = 6 +updates_per_frame = 50 inflow = 0.01 relaxation_time = 0.51 @@ -126,8 +126,10 @@ fragment_shader = shaders.compileShader(""" in vec3 color; +layout(location = 0) out vec4 frag_color; + void main(){ - gl_FragColor = vec4(vec3(0.5), 1.0); + frag_color = vec4(vec3(0.5), 1.0); }""", GL_FRAGMENT_SHADER) raycast_vertex_shader = shaders.compileShader(""" diff --git a/ldc_3d_gl_interop.py b/ldc_3d_gl_interop.py index 130d8ec..575dc72 100644 --- a/ldc_3d_gl_interop.py +++ b/ldc_3d_gl_interop.py @@ -13,7 +13,6 @@ from OpenGL.GLUT import * from OpenGL.GL import shaders from utility.projection import Projection, Rotation -from utility.opengl import MomentsVertexBuffer from utility.mouse import MouseDragMonitor, MouseScrollMonitor lattice_x = 64 @@ -117,8 +116,10 @@ fragment_shader = shaders.compileShader(""" in vec3 color; +layout(location = 0) out vec4 frag_color; + void main(){ - gl_FragColor = vec4(color.xyz, 0.0); + frag_color = vec4(color.xyz, 0.0); }""", GL_FRAGMENT_SHADER) particle_program = shaders.compileProgram(particle_shader, fragment_shader) diff --git a/trugfeuer_2d_gl_interop.py b/trugfeuer_2d_gl_interop.py index b2ec534..0ae7bde 100644 --- a/trugfeuer_2d_gl_interop.py +++ b/trugfeuer_2d_gl_interop.py @@ -90,8 +90,10 @@ fragment_shader = shaders.compileShader(""" in vec3 color; +layout(location = 0) out vec4 frag_color; + void main(){ - gl_FragColor = vec4(color.xyz, 0.0); + frag_color = vec4(color.xyz, 0.0); }""", GL_FRAGMENT_SHADER) particle_shader = shaders.compileShader(Template(""" |