Plain color fragment shader - Update uniform names to be PascalCase

This commit is contained in:
miku-666
2024-10-09 12:13:51 +02:00
parent 0ce4107c53
commit 8f5a4c2c14
3 changed files with 15 additions and 15 deletions

View File

@@ -261,8 +261,8 @@ namespace PckStudio.Rendering
Matrix4 viewProjection = Camera.GetViewProjection();
colorShader.SetUniformMat4("ViewProjection", ref viewProjection);
colorShader.SetUniformMat4("Transform", ref transform);
colorShader.SetUniform4("baseColor", color);
colorShader.SetUniform1("intensity", 0.6f);
colorShader.SetUniform4("BlendColor", color);
colorShader.SetUniform1("Intensity", 0.6f);
GL.Enable(EnableCap.LineSmooth);
@@ -540,8 +540,8 @@ namespace PckStudio.Rendering
{
Matrix4 transform = Matrix4.CreateTranslation(Camera.FocalPoint).Inverted();
colorShader.SetUniformMat4("Transform", ref transform);
colorShader.SetUniform1("intensity", 0.75f);
colorShader.SetUniform4("baseColor", Color.DeepPink);
colorShader.SetUniform1("Intensity", 0.75f);
colorShader.SetUniform4("BlendColor", Color.DeepPink);
GL.PointSize(5f);
Renderer.Draw(colorShader, d_debugPointDrawContext);
GL.PointSize(1f);
@@ -553,8 +553,8 @@ namespace PckStudio.Rendering
transform *= Matrix4.CreateScale(Camera.Distance / 4f).Inverted();
transform.Invert();
colorShader.SetUniformMat4("Transform", ref transform);
colorShader.SetUniform1("intensity", 0.75f);
colorShader.SetUniform4("baseColor", Color.White);
colorShader.SetUniform1("Intensity", 0.75f);
colorShader.SetUniform4("BlendColor", Color.White);
Renderer.SetLineWidth(2f);

View File

@@ -490,8 +490,8 @@ namespace PckStudio.Rendering
{
var lineShader = ShaderProgram.Create(Resources.plainColorVertexShader, Resources.plainColorFragmentShader);
lineShader.Bind();
lineShader.SetUniform4("baseColor", Color.WhiteSmoke);
lineShader.SetUniform1("intensity", 0.5f);
lineShader.SetUniform4("BlendColor", Color.WhiteSmoke);
lineShader.SetUniform1("Intensity", 0.5f);
lineShader.Validate();
AddShader("PlainColorShader", lineShader);
@@ -950,8 +950,8 @@ namespace PckStudio.Rendering
lineShader.Bind();
lineShader.SetUniformMat4("ViewProjection", ref viewProjection);
lineShader.SetUniformMat4("Transform", ref transform);
lineShader.SetUniform1("intensity", 1f);
lineShader.SetUniform4("baseColor", GuideLineColor);
lineShader.SetUniform1("Intensity", 1f);
lineShader.SetUniform4("BlendColor", GuideLineColor);
Renderer.SetLineWidth(2.5f);
Renderer.Draw(lineShader, GetGuidelineDrawContext());
Renderer.SetLineWidth(1f);
@@ -1007,8 +1007,8 @@ namespace PckStudio.Rendering
GL.BlendFunc(BlendingFactor.DstAlpha, BlendingFactor.OneMinusSrcAlpha);
lineShader.Bind();
lineShader.SetUniformMat4("ViewProjection", ref viewProjection);
lineShader.SetUniform1("intensity", 0.5f);
lineShader.SetUniform4("baseColor", Color.AntiqueWhite);
lineShader.SetUniform1("Intensity", 0.5f);
lineShader.SetUniform4("BlendColor", Color.AntiqueWhite);
Matrix4 transform = Matrix4.CreateScale(25f) * Matrix4.CreateTranslation(new Vector3(0f, -24.1f, 0f));
lineShader.SetUniformMat4("Transform", ref transform);
Renderer.Draw(lineShader, _groundDrawContext);

View File

@@ -2,12 +2,12 @@
layout(location = 0) out vec4 FragColor;
uniform vec4 baseColor;
uniform float intensity;
uniform vec4 BlendColor;
uniform float Intensity;
in vec4 color;
void main()
{
FragColor = vec4((color * baseColor).rgb, intensity);
FragColor = vec4((color * BlendColor).rgb, Intensity);
}