[openrndr-demos] Fix shaders to be compatible with OpenGL 4.1 on macOS

This commit is contained in:
edwin
2020-07-20 11:38:57 +02:00
parent ed48736985
commit b963b5cfd5
23 changed files with 23 additions and 29 deletions

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@@ -2,7 +2,6 @@ import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.DrawPrimitive
import org.openrndr.draw.Shader
import org.openrndr.draw.shadeStyle
import org.openrndr.extras.camera.Orbital
import org.openrndr.extras.meshgenerators.boxMesh
import org.openrndr.resourceUrl
@@ -26,11 +25,6 @@ fun main() {
shader.uniform("model", drawer.model)
driver.drawVertexBuffer(shader, listOf(vb), DrawPrimitive.TRIANGLES, 0, vb.vertexCount)
shader.end()
drawer.shadeStyle = shadeStyle {
vertexPreamble = "krak"
}
//drawer.vertexBuffer(vb, DrawPrimitive.TRIANGLES, 0, vb.vertexCount)
}
}
}

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@@ -1,8 +1,8 @@
#version 430 core
#version 410 core
out vec4 o_color;
void main() {
o_color = v_addedProperty;
o_color = vec4(1.0, 0.0, 0.0, 1.0);
}

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
in vec3 a_position;
in vec3 a_normal;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
out vec4 o_color;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
layout(vertices = 4) out; // 4 points per patch

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@@ -1,5 +1,5 @@
#version 430 core
#version 410 core
vec3 bezier2(vec3 a, vec3 b, float t) {
return mix(a, b, t);

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
in vec3 a_position;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
out vec4 o_color;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
layout (lines) in;
layout (line_strip, max_vertices = 2) out;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
layout(vertices = 4) out; // 4 points per patch

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@@ -1,5 +1,5 @@
#version 430 core
#version 410 core
vec3 bezier2(vec3 a, vec3 b, float t) {
return mix(a, b, t);

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
in vec3 a_position;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
out vec4 o_color;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
layout (lines) in;
layout (triangle_strip, max_vertices = 4) out;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
layout(vertices = 4) out; // 4 points per patch

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
vec3 bezier2(vec3 a, vec3 b, float t) {
return mix(a, b, t);

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
in vec3 a_position;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
out vec4 o_color;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
layout (lines) in;
layout (triangle_strip, max_vertices = 4) out;

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
layout(vertices = 4) out; // 4 points per patch

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
vec3 bezier2(vec3 a, vec3 b, float t) {
return mix(a, b, t);

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@@ -1,4 +1,4 @@
#version 430 core
#version 410 core
#pragma import org.openrndr.extra.noise.phrases.SimplexKt.phraseSimplex3;