Use explicit shader attributes.

This commit is contained in:
Paul Chote
2015-12-19 23:57:52 +00:00
parent 788def1c31
commit be29ec5342
11 changed files with 64 additions and 38 deletions

View File

@@ -1,9 +1,11 @@
uniform mat4 View;
uniform mat4 TransformMatrix;
varying vec4 TexCoord;
varying vec4 ChannelMask;
varying vec4 NormalsMask;
attribute vec4 aVertexPosition;
attribute vec4 aVertexTexCoord;
varying vec4 vTexCoord;
varying vec4 vChannelMask;
varying vec4 vNormalsMask;
vec4 DecodeMask(float x)
{
@@ -15,8 +17,8 @@ vec4 DecodeMask(float x)
void main()
{
gl_Position = View*TransformMatrix*gl_Vertex;
TexCoord = gl_MultiTexCoord0;
ChannelMask = DecodeMask(gl_MultiTexCoord0.z);
NormalsMask = DecodeMask(gl_MultiTexCoord0.w);
gl_Position = View*TransformMatrix*aVertexPosition;
vTexCoord = aVertexTexCoord;
vChannelMask = DecodeMask(aVertexTexCoord.z);
vNormalsMask = DecodeMask(aVertexTexCoord.w);
}