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author | David Robillard <d@drobilla.net> | 2020-04-04 13:36:46 +0200 |
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committer | David Robillard <d@drobilla.net> | 2020-04-04 13:36:46 +0200 |
commit | 11800b6179458eb962cd1862e4053efd7f28c2f4 (patch) | |
tree | 1b239515e3c36e11c04b9da1861aa65eff0d6afd /shaders | |
parent | ecc281c56a8c3c297cfd2f0b6d4671b2000efd9b (diff) | |
download | pugl-11800b6179458eb962cd1862e4053efd7f28c2f4.tar.gz pugl-11800b6179458eb962cd1862e4053efd7f28c2f4.tar.bz2 pugl-11800b6179458eb962cd1862e4053efd7f28c2f4.zip |
Shader Demo: Use a UBO
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/header_330.glsl | 2 | ||||
-rw-r--r-- | shaders/rect.vert | 7 |
2 files changed, 7 insertions, 2 deletions
diff --git a/shaders/header_330.glsl b/shaders/header_330.glsl index 5ae7f43..1bcdf05 100644 --- a/shaders/header_330.glsl +++ b/shaders/header_330.glsl @@ -1 +1,3 @@ #version 330 core + +#define UBO(qualifiers) layout(std140) diff --git a/shaders/rect.vert b/shaders/rect.vert index 337f105..ef8c8cc 100644 --- a/shaders/rect.vert +++ b/shaders/rect.vert @@ -1,7 +1,10 @@ /* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels) to the fragment shader for drawing the border. */ -uniform mat4 u_projection; +UBO(binding = 0) uniform UniformBufferObject +{ + mat4 projection; +} ubo; layout(location = 0) in vec2 v_position; layout(location = 1) in vec2 v_origin; @@ -22,7 +25,7 @@ main() v_origin[0], v_origin[1], 0.0, 1.0); // clang-format on - mat4 MVP = u_projection * m; + mat4 MVP = ubo.projection * m; f_uv = v_position * v_size; f_size = v_size; |