- Timestamp:
- Nov 9, 2018, 1:06:05 PM (5 years ago)
- File:
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- 1 edited
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data/branches/Shader_HS18/programs/Example/GLSL150/ParticleGS_GenerateVS.glsl
r12083 r12091 1 1 #version 150 2 2 3 in vec4 vertex; 4 uniform float inTimer; 5 uniform float inType; 6 uniform vec3 inVelocity; 3 in vec3 vertex; 4 in float uv0; // Timer 5 in float uv1; // Type 6 in vec3 uv2; // Velocity 7 // in float inTimer; 8 // in float inType; 9 // in vec3 inVelocity; 10 7 11 8 12 out block { 9 vec4Pos;10 floatTimer;11 float 12 vec3Vel;13 vec3 Pos; 14 float Timer; 15 float Type; 16 vec3 Vel; 13 17 } FireworkData; 18 19 // out vec3 Pos; 20 // out float Timer; 21 // out float Type; 22 // out vec3 Vel; 14 23 15 24 //The vertex shader that prepares the fireworks for display 16 25 void main() 17 26 { 18 FireworkData.Pos = vertex; 19 FireworkData.Timer = inTimer; 20 FireworkData.Type = inType; 21 FireworkData.Vel = inVelocity; 27 FireworkData.Pos = vertex; 28 FireworkData.Timer = uv0; 29 FireworkData.Type = uv1; 30 FireworkData.Vel = uv2; 31 // Pos = vertex; 32 // Timer = uv0; 33 // Type = uv1; 34 // Vel = uv2; 35 36 // FireworkData.Pos = vertex; 37 // FireworkData.Timer = 1; 38 // FireworkData.Type = 8; 39 // FireworkData.Vel = vec3(3, 3, 3); 22 40 }
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