mirror of
https://github.com/holub/mame
synced 2025-05-04 21:43:05 +03:00

* 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
33 lines
810 B
Python
33 lines
810 B
Python
$input a_position, a_normal
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$output v_pos, v_view, v_normal, v_color0
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/*
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* Copyright 2011-2019 Branimir Karadzic. 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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uniform vec4 u_time;
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void main()
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{
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vec3 pos = a_position;
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float sx = sin(pos.x*32.0+u_time.x*4.0)*0.5+0.5;
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float cy = cos(pos.y*32.0+u_time.x*4.0)*0.5+0.5;
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vec3 displacement = vec3(sx, cy, sx*cy);
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vec3 normal = a_normal.xyz*2.0 - 1.0;
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pos = pos + normal*displacement*vec3(0.06, 0.06, 0.06);
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gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) );
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v_pos = gl_Position.xyz;
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v_view = mul(u_modelView, vec4(pos, 1.0) ).xyz;
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v_normal = mul(u_modelView, vec4(normal, 0.0) ).xyz;
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float len = length(displacement)*0.4+0.6;
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v_color0 = vec4(len, len, len, 1.0);
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}
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