mame/3rdparty/bgfx/examples/common/debugdraw/varying.def.sc
Julian Sikorski 0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* 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
2019-10-13 07:50:38 -04:00

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Scala

vec3 a_position : POSITION;
uvec4 a_indices : BLENDINDICES;
vec4 a_color0 : COLOR0;
vec2 a_texcoord0 : TEXCOORD0;
vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
vec4 v_color0 : COLOR = vec4(1.0, 0.0, 0.0, 1.0);
float v_stipple : TEXCOORD0 = 0.0;
vec3 v_view : TEXCOORD0 = vec3(0.0, 0.0, 0.0);
vec3 v_world : TEXCOORD1 = vec3(0.0, 0.0, 0.0);