diff options
author | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-09-13 18:19:06 +0200 |
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committer | Laszlo Agocs <laszlo.agocs@qt.io> | 2020-09-13 19:15:12 +0200 |
commit | a99fc26faa21eca7921016ef7b399a2877a0652c (patch) | |
tree | d3ce0a94b31a1f86456cf8e946d4704c9db62d41 /examples/quick/shadereffects/content/shaders/genie.vert | |
parent | 33d8c8005f95e27760b9901bfd9f757a1cb1d664 (diff) |
shadereffect example: remove unused legacy shader code
No point in exercising the file selector magic when there is only one
possible path in Qt 6.
Change-Id: I3b49b19d57a89855063e983ab0add13335840fb9
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Diffstat (limited to 'examples/quick/shadereffects/content/shaders/genie.vert')
-rw-r--r-- | examples/quick/shadereffects/content/shaders/genie.vert | 38 |
1 files changed, 23 insertions, 15 deletions
diff --git a/examples/quick/shadereffects/content/shaders/genie.vert b/examples/quick/shadereffects/content/shaders/genie.vert index 3ce371819f..2cb1e71046 100644 --- a/examples/quick/shadereffects/content/shaders/genie.vert +++ b/examples/quick/shadereffects/content/shaders/genie.vert @@ -1,21 +1,29 @@ -attribute highp vec4 qt_Vertex; -attribute highp vec2 qt_MultiTexCoord0; +#version 440 -uniform highp mat4 qt_Matrix; -uniform highp float bend; -uniform highp float minimize; -uniform highp float side; -uniform highp float width; -uniform highp float height; +layout(location = 0) in vec4 qt_Vertex; +layout(location = 1) in vec2 qt_MultiTexCoord0; -varying highp vec2 qt_TexCoord0; +layout(location = 0) out vec2 qt_TexCoord0; -void main() { +layout(std140, binding = 0) uniform buf { + mat4 qt_Matrix; + float qt_Opacity; + float bend; + float minimize; + float side; + float width; + float height; +} ubuf; + +out gl_PerVertex { vec4 gl_Position; }; + +void main() +{ qt_TexCoord0 = qt_MultiTexCoord0; - highp vec4 pos = qt_Vertex; - pos.y = mix(qt_Vertex.y, height, minimize); - highp float t = pos.y / height; + vec4 pos = qt_Vertex; + pos.y = mix(qt_Vertex.y, ubuf.height, ubuf.minimize); + float t = pos.y / ubuf.height; t = (3. - 2. * t) * t * t; - pos.x = mix(qt_Vertex.x, side * width, t * bend); - gl_Position = qt_Matrix * pos; + pos.x = mix(qt_Vertex.x, ubuf.side * ubuf.width, t * ubuf.bend); + gl_Position = ubuf.qt_Matrix * pos; } |