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deploy: 9e48ace
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mrDIMAS committed Nov 9, 2023
1 parent 22e8b0c commit bcc1101
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8 changes: 4 additions & 4 deletions fyrox/rendering/shaders.html
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Expand Up @@ -248,12 +248,12 @@ <h2 id="structure"><a class="header" href="#structure">Structure</a></h2>
r#&quot;
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
uniform mat4 rg3d_worldViewProjection;
uniform mat4 fyrox_worldViewProjection;
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
gl_Position = rg3d_worldViewProjection * vertexPosition;
gl_Position = fyrox_worldViewProjection * vertexPosition;
}
&quot;#;
// Pixel shader code.
Expand Down Expand Up @@ -353,11 +353,11 @@ <h2 id="vertex-shader"><a class="header" href="#vertex-shader">Vertex shader</a>
in clipping space. In other words it has to do at least this:</p>
<pre><code class="language-glsl">layout(location = 0) in vec3 vertexPosition;

uniform mat4 rg3d_worldViewProjection; // Note the built-in variable.
uniform mat4 fyrox_worldViewProjection; // Note the built-in variable.

void main()
{
gl_Position = rg3d_worldViewProjection * vertexPosition;
gl_Position = fyrox_worldViewProjection * vertexPosition;
}
</code></pre>
<p>This is the simplest vertex shader, using vertex shaders you can create various graphical effects that affects
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8 changes: 4 additions & 4 deletions print.html
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Expand Up @@ -4810,12 +4810,12 @@ <h2 id="structure-1"><a class="header" href="#structure-1">Structure</a></h2>
r#&quot;
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec2 vertexTexCoord;
uniform mat4 rg3d_worldViewProjection;
uniform mat4 fyrox_worldViewProjection;
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
gl_Position = rg3d_worldViewProjection * vertexPosition;
gl_Position = fyrox_worldViewProjection * vertexPosition;
}
&quot;#;
// Pixel shader code.
Expand Down Expand Up @@ -4915,11 +4915,11 @@ <h2 id="vertex-shader"><a class="header" href="#vertex-shader">Vertex shader</a>
in clipping space. In other words it has to do at least this:</p>
<pre><code class="language-glsl">layout(location = 0) in vec3 vertexPosition;

uniform mat4 rg3d_worldViewProjection; // Note the built-in variable.
uniform mat4 fyrox_worldViewProjection; // Note the built-in variable.

void main()
{
gl_Position = rg3d_worldViewProjection * vertexPosition;
gl_Position = fyrox_worldViewProjection * vertexPosition;
}
</code></pre>
<p>This is the simplest vertex shader, using vertex shaders you can create various graphical effects that affects
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2 changes: 1 addition & 1 deletion searchindex.js

Large diffs are not rendered by default.

2 changes: 1 addition & 1 deletion searchindex.json

Large diffs are not rendered by default.

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