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Fix landmass geometry shader errors

It was using features from GLSL 120 and 150. Only use 120 features for now.
This commit is contained in:
Fernando García Liñán 2020-12-03 23:24:40 +01:00
parent 6a15207b42
commit 3f489619c5

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@ -1,4 +1,4 @@
#version 150 #version 120
#extension GL_EXT_geometry_shader4 : enable #extension GL_EXT_geometry_shader4 : enable
// Geometry shader that creates a prism from a terrain triangle, // Geometry shader that creates a prism from a terrain triangle,
@ -7,28 +7,28 @@
// A geometry shader should do as little computation as possible. // A geometry shader should do as little computation as possible.
// See landmass-g.vert for a description of the inputs. // See landmass-g.vert for a description of the inputs.
in vec4 rawposIn[3]; varying in vec4 rawposIn[3];
in vec3 NormalIn[3]; varying in vec3 NormalIn[3];
in vec4 ecPosIn[3]; varying in vec4 ecPosIn[3];
in vec3 ecNormalIn[3]; varying in vec3 ecNormalIn[3];
in vec3 VTangentIn[3]; varying in vec3 VTangentIn[3];
in vec3 VBinormalIn[3]; varying in vec3 VBinormalIn[3];
in vec4 constantColorIn[3]; varying in vec4 constantColorIn[3];
uniform float canopy_height; uniform float canopy_height;
// model position // model position
out vec4 rawpos; varying out vec4 rawpos;
// eye position // eye position
out vec4 ecPosition; varying out vec4 ecPosition;
// eye space surface matrix // eye space surface matrix
out vec3 VNormal; varying out vec3 VNormal;
out vec3 VTangent; varying out vec3 VTangent;
out vec3 VBinormal; varying out vec3 VBinormal;
// model normal // model normal
out vec3 Normal; varying out vec3 Normal;
out vec4 constantColor; varying out vec4 constantColor;
out float bump; varying out float bump;
// Emit one vertex of the forest geometry. // Emit one vertex of the forest geometry.
// parameters: // parameters: