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Make MapFragmentShader and MapVertexShader constexpr

This commit is contained in:
Filip Gawin 2018-12-28 17:11:00 +01:00
parent 3fec94247b
commit f383f2dd6d

View File

@ -15,7 +15,8 @@
#include "engine/GameWorld.hpp"
#include "objects/GameObject.hpp"
const char* MapVertexShader = R"(
namespace {
constexpr char const* MapVertexShader = R"(
#version 330
layout(location = 0) in vec2 position;
@ -25,14 +26,13 @@ uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
void main()
{
gl_Position = proj * view * model * vec4(position, 0.0, 1.0);
// UI space is top to bottom, so flip Y.
TexCoord = position + vec2( 0.5 );
void main() {
gl_Position = proj * view * model * vec4(position, 0.0, 1.0);
// UI space is top to bottom, so flip Y.
TexCoord = position + vec2( 0.5 );
})";
const char* MapFragmentShader = R"(
constexpr char const* MapFragmentShader = R"(
#version 330
in vec2 TexCoord;
@ -40,11 +40,11 @@ uniform vec4 colour;
uniform sampler2D spriteTexture;
out vec4 outColour;
void main()
{
vec4 c = texture(spriteTexture, TexCoord*0.99);
outColour = vec4(colour.rgb + c.rgb, colour.a * c.a);
void main() {
vec4 c = texture(spriteTexture, TexCoord*0.99);
outColour = vec4(colour.rgb + c.rgb, colour.a * c.a);
})";
} // namespace
MapRenderer::MapRenderer(Renderer &renderer, GameData* _data)
: data(_data), renderer(renderer) {