Rename Line shaders to plain color shaders

This commit is contained in:
miku-666
2024-02-27 18:54:02 +01:00
parent 073976a813
commit f67606fc6f
6 changed files with 55 additions and 47 deletions

View File

@@ -649,8 +649,8 @@
<ItemGroup>
<None Include="Resources\shader\framebufferFragmentShader.glsl" />
<None Include="Resources\shader\framebufferVertexShader.glsl" />
<None Include="Resources\shader\lineFragmentShader.glsl" />
<None Include="Resources\shader\lineVertexShader.glsl" />
<None Include="Resources\shader\plainColorFragmentShader.glsl" />
<None Include="Resources\shader\plainColorVertexShader.glsl" />
<None Include="Resources\shader\skinGeometryShader.glsl" />
<None Include="Resources\shader\skyboxFragmentShader.glsl" />
<None Include="Resources\shader\skyboxVertexShader.glsl" />

View File

@@ -445,42 +445,6 @@ namespace PckStudio.Properties {
}
}
/// <summary>
/// Looks up a localized string similar to #version 330 core
///
///layout(location = 0) in vec4 a_Pos;
///
///uniform mat4 ViewProjection;
///
///void main()
///{
/// gl_Position = ViewProjection * a_Pos;
///};.
/// </summary>
public static string lineFragmentShader {
get {
return ResourceManager.GetString("lineFragmentShader", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to #version 330 core
///
///layout(location = 0) out vec4 FragColor;
///
///uniform vec4 color;
///
///void main()
///{
/// FragColor = color;
///}.
/// </summary>
public static string lineVertexShader {
get {
return ResourceManager.GetString("lineVertexShader", resourceCulture);
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Bitmap.
/// </summary>
@@ -591,6 +555,50 @@ namespace PckStudio.Properties {
}
}
/// <summary>
/// Looks up a localized string similar to #version 330 core
///
///layout(location = 0) out vec4 FragColor;
///
///uniform vec4 baseColor;
///uniform float intensity;
///
///in vec4 color;
///
///void main()
///{
/// FragColor = vec4((color * baseColor).rgb, intensity);
///}.
/// </summary>
public static string plainColorFragmentShader {
get {
return ResourceManager.GetString("plainColorFragmentShader", resourceCulture);
}
}
/// <summary>
/// Looks up a localized string similar to #version 330 core
///
///layout(location = 0) in vec4 a_Pos;
///layout(location = 1) in vec4 a_Color;
///
///uniform mat4 ViewProjection;
///uniform mat4 Transform;
///
///out vec4 color;
///
///void main()
///{
/// color = a_Color;
/// gl_Position = ViewProjection * Transform * vec4(a_Pos.x, a_Pos.yz * -1.0, 1.0);
///};.
/// </summary>
public static string plainColorVertexShader {
get {
return ResourceManager.GetString("plainColorVertexShader", resourceCulture);
}
}
/// <summary>
/// Looks up a localized resource of type System.Drawing.Icon similar to (Icon).
/// </summary>
@@ -746,7 +754,7 @@ namespace PckStudio.Properties {
///
///void main()
///{
/// color = texture(skybox, texCoords) * vec4(vec3(clamp(brightness, 0.0, 1.0)), 1.0);
/// color = vec4(texture(skybox, texCoords).rgb * clamp(brightness, 0.0, 1.0), 1.0);
///}.
/// </summary>
public static string skyboxFragmentShader {

View File

@@ -352,10 +352,10 @@
<data name="framebufferVertexShader" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\shader\framebufferVertexShader.glsl;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;Windows-1252</value>
</data>
<data name="lineFragmentShader" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\shader\lineFragmentShader.glsl;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;Windows-1252</value>
<data name="plainColorFragmentShader" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\shader\plainColorFragmentShader.glsl;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;Windows-1252</value>
</data>
<data name="lineVertexShader" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\shader\lineVertexShader.glsl;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;Windows-1252</value>
<data name="plainColorVertexShader" type="System.Resources.ResXFileRef, System.Windows.Forms">
<value>..\Resources\shader\plainColorVertexShader.glsl;System.String, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089;Windows-1252</value>
</data>
</root>

View File

@@ -464,14 +464,14 @@ namespace PckStudio.Rendering
GLErrorCheck();
}
#endif
// Line Shader
// Plain color shader
{
var lineShader = ShaderProgram.Create(Resources.lineVertexShader, Resources.lineFragmentShader);
var lineShader = ShaderProgram.Create(Resources.plainColorVertexShader, Resources.plainColorFragmentShader);
lineShader.Bind();
lineShader.SetUniform4("baseColor", Color.WhiteSmoke);
lineShader.SetUniform1("intensity", 0.5f);
lineShader.Validate();
_shaders.AddShader("LineShader", lineShader);
_shaders.AddShader("PlainColorShader", lineShader);
Color lineColor = Color.White;
@@ -860,7 +860,7 @@ namespace PckStudio.Rendering
GL.DepthFunc(DepthFunction.Less);
}
ShaderProgram lineShader = _shaders.GetShader("LineShader");
ShaderProgram lineShader = _shaders.GetShader("PlainColorShader");
// Render (custom) skin
{