#include "bufferbuilder.h"
#include "shaderprogram.h"
-#define BASICTEX_VERT \
- "#version 140\n"\
- "#extension GL_ARB_shading_language_420pack : require\n"\
- "#extension GL_ARB_explicit_attrib_location : require\n"\
- "\n"\
- "layout(std140, binding=0) uniform Viewport\n"\
- "{\n"\
- "\tfloat width;\n"\
- "\tfloat height;\n"\
- "};\n"\
- "\n"\
- "layout(location = 0) in vec2 position;\n"\
- "layout(location = 1) in vec2 tex_coord;\n"\
- "\n"\
- "out vec2 fp_tex_coord;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\t// Transform to clip coordinates (-1,1, -1,1).\n"\
- "\tgl_Position.x = (position.x*2/width) - 1;\n"\
- "\tgl_Position.y = 1 - (position.y*2/height);\n"\
- "\tgl_Position.z = 0.0;\n"\
- "\tgl_Position.w = 1.0;\n"\
- "\tfp_tex_coord = tex_coord;\n"\
- "}\n"
-
-#define BASICTEX_FRAG \
- "#version 140\n"\
- "\n"\
- "in vec2 fp_tex_coord;\n"\
- "\n"\
- "out vec4 output_colour;\n"\
- "\n"\
- "uniform sampler2D tex;\n"\
- "uniform vec4 colour;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\toutput_colour = colour;\n"\
- "\toutput_colour.a = texture(tex, fp_tex_coord).r;\n"\
- "}\n"
+#define BASICTEX_VERT "shaders/basictex_vert.glsl"
+#define BASICTEX_FRAG "shaders/basictex_frag.glsl"
using namespace IPDF;
using namespace std;
glDisable(GL_BLEND);
+ m_debug_font_vertices.Invalidate();
+ m_debug_font_indices.Invalidate();
m_debug_font_vertex_head = 0;
m_debug_font_index_head = 0;
}