Add threshold geometry shader, refactor vertex and fragment shaders

This commit is contained in:
Dan Paulat 2023-08-18 00:30:27 -05:00
parent 5e1b1a5ba6
commit 69f93d6faf
9 changed files with 83 additions and 14 deletions

View file

@ -3,17 +3,29 @@
layout (location = 0) in vec2 aScreenCoord;
layout (location = 1) in vec2 aXYOffset;
layout (location = 2) in vec4 aColor;
layout (location = 3) in int aThreshold;
uniform mat4 uMVPMatrix;
uniform mat4 uMapMatrix;
uniform vec2 uMapScreenCoord;
out vec4 color;
out VertexData
{
int threshold;
vec2 texCoord;
vec4 color;
} vsOut;
smooth out vec4 color;
void main()
{
// Pass the color to the fragment shader
color = aColor;
// Pass the threshold and color to the geometry shader
vsOut.threshold = aThreshold;
// Pass the color to the geometry and fragment shaders
vsOut.color = aColor;
color = aColor;
vec2 p = aScreenCoord - uMapScreenCoord;