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Diffstat (limited to 'src/libjin/graphics/shaders/je_jsl_compiler.cpp')
-rw-r--r--src/libjin/graphics/shaders/je_jsl_compiler.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/src/libjin/graphics/shaders/je_jsl_compiler.cpp b/src/libjin/graphics/shaders/je_jsl_compiler.cpp
index 080e668..e04958c 100644
--- a/src/libjin/graphics/shaders/je_jsl_compiler.cpp
+++ b/src/libjin/graphics/shaders/je_jsl_compiler.cpp
@@ -41,9 +41,9 @@ namespace JinEngine
"}; \n"
"\n";
JinEngine::String SHADER_UNIFORMS =
- "uniform Texture " + SHADER_MAIN_TEXTURE + ";\n"
- "uniform mat4 " + SHADER_PROJECTION_MATRIX + ";\n"
- "uniform mat4 " + SHADER_MODELVIEW_MATRIX + ";\n";
+ "uniform Texture " + SHADER_MAIN_TEXTURE + "; \n"
+ "uniform mat4 " + SHADER_PROJECTION_MATRIX + "; \n"
+ "uniform mat4 " + SHADER_MODELVIEW_MATRIX + "; \n";
JinEngine::String JSLCompiler::formatVertexShader(const JinEngine::String& vert)
{
@@ -51,8 +51,8 @@ namespace JinEngine
SHADER_VERSION +
SHADER_DEFINITIONS +
SHADER_UNIFORMS +
- "in vec2 " + SHADER_VERTEX_COORDS + ";\n"
- "in vec2 " + SHADER_TEXTURE_COORDS + ";\n";
+ "in vec2 " + SHADER_VERTEX_COORDS + "; \n"
+ "in vec2 " + SHADER_TEXTURE_COORDS + "; \n";
static JinEngine::String vert_part2 =
"\n"
"out vec4 jin_Color; \n"
@@ -60,9 +60,9 @@ namespace JinEngine
"out vec2 jin_UV; \n"
"void main()\n"
"{\n"
- " vec4 v = " + SHADER_MODELVIEW_MATRIX + " * vec4(" + SHADER_VERTEX_COORDS + ", 0, 1.0);\n"
- " Vertex _v = vert(Vertex(v.xy, " + SHADER_TEXTURE_COORDS + "));\n"
- " gl_Position = " + SHADER_PROJECTION_MATRIX + " * vec4(_v.xy, 0, 1.0f);\n"
+ " vec4 v = " + SHADER_MODELVIEW_MATRIX + " * vec4(" + SHADER_VERTEX_COORDS + ", 0, 1.0); \n"
+ " Vertex _v = vert(Vertex(v.xy, " + SHADER_TEXTURE_COORDS + ")); \n"
+ " gl_Position = " + SHADER_PROJECTION_MATRIX + " * vec4(_v.xy, 0, 1.0f); \n"
" jin_Color = gl_Color; \n"
" jin_XY = _v.xy; \n"
" jin_UV = _v.uv; \n"
@@ -83,9 +83,9 @@ namespace JinEngine
"\n"
"out vec4 jin_OutColor; \n"
"void main() \n"
- "{\n"
- " jin_OutColor = frag(jin_Color, " + SHADER_MAIN_TEXTURE + ", Vertex(jin_XY, jin_UV));\n"
- "}\n";
+ "{ \n"
+ " jin_OutColor = frag(jin_Color, " + SHADER_MAIN_TEXTURE + ", Vertex(jin_XY, jin_UV)); \n"
+ "} \n";
return frag_part1 + frag + frag_part2;
}