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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-01-31 02:51:16 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-01-31 02:51:16 +0000 |
| commit | bc0958cc863083b4082161bf12456fdf28ab1c77 (patch) | |
| tree | f970782f232d86325f14a36b83125791f24335af /gfx/gl/sceneShader.cpp | |
| parent | Initial commit using tesselation shader to create curves (diff) | |
| download | ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.tar.bz2 ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.tar.xz ilt-bc0958cc863083b4082161bf12456fdf28ab1c77.zip | |
Rename shader source in keeping with glsl expectations
Swaps name/type of generated files to match class names and source
files.
Diffstat (limited to 'gfx/gl/sceneShader.cpp')
| -rw-r--r-- | gfx/gl/sceneShader.cpp | 56 |
1 files changed, 28 insertions, 28 deletions
diff --git a/gfx/gl/sceneShader.cpp b/gfx/gl/sceneShader.cpp index ec54fd1..72cde91 100644 --- a/gfx/gl/sceneShader.cpp +++ b/gfx/gl/sceneShader.cpp @@ -1,25 +1,25 @@ #include "sceneShader.h" -#include <gfx/gl/shaders/fs-landmass.h> -#include <gfx/gl/shaders/fs-material.h> -#include <gfx/gl/shaders/fs-network.h> -#include <gfx/gl/shaders/fs-pointLight.h> -#include <gfx/gl/shaders/fs-spotLight.h> -#include <gfx/gl/shaders/fs-water.h> -#include <gfx/gl/shaders/gs-networkCurve.h> -#include <gfx/gl/shaders/gs-networkStraight.h> -#include <gfx/gl/shaders/gs-pointLight.h> -#include <gfx/gl/shaders/gs-spotLight.h> -#include <gfx/gl/shaders/tcs-networkCurve.h> -#include <gfx/gl/shaders/tes-networkCurve.h> -#include <gfx/gl/shaders/vs-dynamicPoint.h> -#include <gfx/gl/shaders/vs-dynamicPointInst.h> -#include <gfx/gl/shaders/vs-fixedPoint.h> -#include <gfx/gl/shaders/vs-landmass.h> -#include <gfx/gl/shaders/vs-networkCurve.h> -#include <gfx/gl/shaders/vs-networkStraight.h> -#include <gfx/gl/shaders/vs-pointLight.h> -#include <gfx/gl/shaders/vs-spotLight.h> -#include <gfx/gl/shaders/vs-water.h> +#include <gfx/gl/shaders/dynamicPoint-vert.h> +#include <gfx/gl/shaders/dynamicPointInst-vert.h> +#include <gfx/gl/shaders/fixedPoint-vert.h> +#include <gfx/gl/shaders/landmass-frag.h> +#include <gfx/gl/shaders/landmass-vert.h> +#include <gfx/gl/shaders/material-frag.h> +#include <gfx/gl/shaders/network-frag.h> +#include <gfx/gl/shaders/networkCurve-geom.h> +#include <gfx/gl/shaders/networkCurve-tesc.h> +#include <gfx/gl/shaders/networkCurve-tese.h> +#include <gfx/gl/shaders/networkCurve-vert.h> +#include <gfx/gl/shaders/networkStraight-geom.h> +#include <gfx/gl/shaders/networkStraight-vert.h> +#include <gfx/gl/shaders/pointLight-frag.h> +#include <gfx/gl/shaders/pointLight-geom.h> +#include <gfx/gl/shaders/pointLight-vert.h> +#include <gfx/gl/shaders/spotLight-frag.h> +#include <gfx/gl/shaders/spotLight-geom.h> +#include <gfx/gl/shaders/spotLight-vert.h> +#include <gfx/gl/shaders/water-frag.h> +#include <gfx/gl/shaders/water-vert.h> #include <gfx/gl/vertexArrayObject.h> #include <glm/gtc/type_ptr.hpp> #include <glm/gtx/transform.hpp> @@ -36,11 +36,11 @@ SceneShader::allPrograms(auto member, auto &&... ps) const } SceneShader::SceneShader() : - basicInst {dynamicPointInst_vs, material_fs}, absolute {fixedPoint_vs, material_fs}, - spotLightInst {spotLight_vs, spotLight_gs, spotLight_fs}, - pointLightInst {pointLight_vs, pointLight_gs, pointLight_fs}, landmass {landmass_vs, landmass_fs}, - networkStraight {networkStraight_vs, networkStraight_gs, network_fs}, - networkCurve {networkCurve_vs, networkCurve_tcs, networkCurve_tes, networkCurve_gs, network_fs} + basicInst {dynamicPointInst_vert, material_frag}, absolute {fixedPoint_vert, material_frag}, + spotLightInst {spotLight_vert, spotLight_geom, spotLight_frag}, + pointLightInst {pointLight_vert, pointLight_geom, pointLight_frag}, landmass {landmass_vert, landmass_frag}, + networkStraight {networkStraight_vert, networkStraight_geom, network_frag}, + networkCurve {networkCurve_vert, networkCurve_tesc, networkCurve_tese, networkCurve_geom, network_frag} { } @@ -73,7 +73,7 @@ SceneShader::SceneProgram::setViewPort(const ViewPort & viewPort) const } } -SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vs, material_fs} { } +SceneShader::BasicProgram::BasicProgram() : SceneProgram {dynamicPoint_vert, material_frag} { } void SceneShader::BasicProgram::setModel(Location const & location) const @@ -106,7 +106,7 @@ SceneShader::NetworkProgram::use( glUniform(profileLengthLoc, static_cast<GLuint>(profile.size())); } -SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vs, water_fs} { } +SceneShader::WaterProgram::WaterProgram() : SceneProgram {water_vert, water_frag} { } void SceneShader::WaterProgram::use(float waveCycle) const |
