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https://github.com/holub/mame
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* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
28 lines
810 B
Python
28 lines
810 B
Python
$input a_position, a_normal, a_texcoord0
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$output v_normal, v_texcoord0
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/*
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* Copyright 2018 Attila Kocsis. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "../common/common.sh"
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void main()
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{
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// Calculate vertex position
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vec3 pos = a_position.xyz;
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gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) );
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// Calculate normal. Note that compressed normal is stored in the vertices
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vec3 normalObjectSpace = a_normal.xyz*2.0+-1.0; // Normal is stored in [0,1], remap to [-1,1].
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// Transform normal into world space.
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vec3 normalWorldSpace = mul(u_model[0], vec4(normalObjectSpace, 0.0) ).xyz;
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// Normalize to remove (uniform...) scaling, however, recompress
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v_normal.xyz = normalize(normalWorldSpace)*0.5+0.5;
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v_texcoord0 = a_texcoord0 * 16.0;
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}
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