Working line shader

This commit is contained in:
Paul Chote
2010-11-11 12:11:11 +13:00
parent 888710cbc5
commit 00358e9fe8
3 changed files with 7 additions and 17 deletions

View File

@@ -20,12 +20,8 @@ namespace OpenRA.Renderer.Glsl
public class Shader : IShader
{
int program;
string type;
public Shader(GraphicsDevice dev, string type)
{
this.type = type;
Console.WriteLine("Loading shader: {0}",type);
{
// Vertex shader
string vertexCode;
using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.vert".F(Path.DirectorySeparatorChar, type))))
@@ -65,6 +61,7 @@ namespace OpenRA.Renderer.Glsl
Gl.glGetProgramInfoLog(program,4024,l,log);
Console.WriteLine(log.ToString());
GraphicsDevice.CheckGlError();
}
@@ -83,15 +80,11 @@ namespace OpenRA.Renderer.Glsl
var texture = (Texture)t;
int param = Gl.glGetUniformLocation(program, name);
GraphicsDevice.CheckGlError();
if (texture != null && param >= 0)
{
//texture.texture = 0;
Console.WriteLine("setting {0}:{1} to {2}",type,name,texture.texture);
Gl.glUniform1i(param, texture.texture);
GraphicsDevice.CheckGlError();
}
}
@@ -99,7 +92,6 @@ namespace OpenRA.Renderer.Glsl
{
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
//Console.WriteLine("setting {3}:{0} to ({1},{2})",name,x,y,type);
int param = Gl.glGetUniformLocation(program, name);
GraphicsDevice.CheckGlError();
Gl.glUniform2f(param,x,y);

View File

@@ -1,6 +1,4 @@
uniform sampler2D DiffuseTexture;
void main()
{
gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
gl_FragColor = gl_Color;
}

View File

@@ -1,8 +1,8 @@
uniform vec2 Scroll;
uniform vec2 r1;
uniform vec2 r2; // matrix elements
uniform vec2 r1, r2; // matrix elements
void main()
{
gl_Position = ftransform();
vec2 p = (gl_Vertex.xy - Scroll.xy)*r1 + r2;
gl_Position = vec4(p.x,p.y,0,1);
gl_FrontColor = gl_MultiTexCoord0;
}