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Merge pull request #26 from mortennobel/1.0.3
1.0.3 Add RenderPass.blit(). Add depth/stencil as Texture type and add support for depth attachment in Framebuffer.
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,13 @@ | ||
#version 140 | ||
out vec4 fragColor; | ||
in vec2 vUV; | ||
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uniform sampler2D tex; | ||
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#pragma include "sre_utils_incl.glsl" | ||
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void main(void) | ||
{ | ||
fragColor = toLinear(texture(tex, vUV)); | ||
fragColor = toOutput(fragColor); | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,18 @@ | ||
#version 140 | ||
in vec3 position; | ||
in vec3 normal; | ||
#ifdef S_VERTEX_COLOR | ||
in vec4 color; | ||
out vec4 vColor; | ||
#endif | ||
in vec4 uv; | ||
out vec2 vUV; | ||
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uniform mat4 g_model; | ||
uniform mat4 g_view; | ||
uniform mat4 g_projection; | ||
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void main(void) { | ||
gl_Position = g_model * vec4(position,1.0); | ||
vUV = uv.xy; | ||
} |
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