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Changed modelViewProjection attribute to gpu_ModelViewProjectionMatrix for naming consistency with the other gpu_ variables and the gl version of the MVP matrix.

+10 -10
+10 -10
SDL_gpu/GL_common/SDL_gpu_GL_common.inl
··· 120 120 attribute vec2 gpu_Vertex;\n\ 121 121 attribute vec2 gpu_TexCoord;\n\ 122 122 attribute vec4 gpu_Color;\n\ 123 - uniform mat4 modelViewProjection;\n\ 123 + uniform mat4 gpu_ModelViewProjectionMatrix;\n\ 124 124 \ 125 125 varying vec4 color;\n\ 126 126 varying vec2 texCoord;\n\ ··· 129 129 {\n\ 130 130 color = gpu_Color;\n\ 131 131 texCoord = vec2(gpu_TexCoord);\n\ 132 - gl_Position = modelViewProjection * vec4(gpu_Vertex, 0.0, 1.0);\n\ 132 + gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\ 133 133 }" 134 134 135 135 // Tier 3 uses shader attributes to send position, texcoord, and color data for each vertex. ··· 138 138 \ 139 139 attribute vec2 gpu_Vertex;\n\ 140 140 attribute vec4 gpu_Color;\n\ 141 - uniform mat4 modelViewProjection;\n\ 141 + uniform mat4 gpu_ModelViewProjectionMatrix;\n\ 142 142 \ 143 143 varying vec4 color;\n\ 144 144 \ 145 145 void main(void)\n\ 146 146 {\n\ 147 147 color = gpu_Color;\n\ 148 - gl_Position = modelViewProjection * vec4(gpu_Vertex, 0.0, 1.0);\n\ 148 + gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\ 149 149 }" 150 150 151 151 ··· 181 181 attribute vec2 gpu_Vertex;\n\ 182 182 attribute vec2 gpu_TexCoord;\n\ 183 183 attribute vec4 gpu_Color;\n\ 184 - uniform mat4 modelViewProjection;\n\ 184 + uniform mat4 gpu_ModelViewProjectionMatrix;\n\ 185 185 \ 186 186 varying vec4 color;\n\ 187 187 varying vec2 texCoord;\n\ ··· 190 190 {\n\ 191 191 color = gpu_Color;\n\ 192 192 texCoord = vec2(gpu_TexCoord);\n\ 193 - gl_Position = modelViewProjection * vec4(gpu_Vertex, 0.0, 1.0);\n\ 193 + gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\ 194 194 }" 195 195 196 196 // Tier 3 uses shader attributes to send position, texcoord, and color data for each vertex. ··· 201 201 \ 202 202 attribute vec2 gpu_Vertex;\n\ 203 203 attribute vec4 gpu_Color;\n\ 204 - uniform mat4 modelViewProjection;\n\ 204 + uniform mat4 gpu_ModelViewProjectionMatrix;\n\ 205 205 \ 206 206 varying vec4 color;\n\ 207 207 \ 208 208 void main(void)\n\ 209 209 {\n\ 210 210 color = gpu_Color;\n\ 211 - gl_Position = modelViewProjection * vec4(gpu_Vertex, 0.0, 1.0);\n\ 211 + gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\ 212 212 }" 213 213 214 214 ··· 1017 1017 #ifdef SDL_GPU_USE_GL_TIER3 1018 1018 TARGET_DATA* data = ((TARGET_DATA*)target->data); 1019 1019 // Get locations of the attributes in the shader 1020 - data->shader_block[0] = GPU_LoadShaderBlock(p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "modelViewProjection"); 1020 + data->shader_block[0] = GPU_LoadShaderBlock(p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix"); 1021 1021 #endif 1022 1022 1023 1023 // Untextured shader ··· 1042 1042 1043 1043 #ifdef SDL_GPU_USE_GL_TIER3 1044 1044 // Get locations of the attributes in the shader 1045 - data->shader_block[1] = GPU_LoadShaderBlock(p, "gpu_Vertex", NULL, "gpu_Color", "modelViewProjection"); 1045 + data->shader_block[1] = GPU_LoadShaderBlock(p, "gpu_Vertex", NULL, "gpu_Color", "gpu_ModelViewProjectionMatrix"); 1046 1046 GPU_SetShaderBlock(data->shader_block[1]); 1047 1047 1048 1048 // Create vertex array container and buffer