Piping just the vertex glyph representation first to test the stencil buffer

This commit is contained in:
2020-02-22 00:07:58 -08:00
parent bb8144bb01
commit b3e092e25a
70 changed files with 906 additions and 369 deletions

View File

@@ -5,20 +5,14 @@
// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
layout(location = 0) in vec3 v_position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 ti_position;
layout(location = 3) in vec2 screen_position;
layout(location = 4) in vec2 atlas_position;
layout(location = 5) in vec2 atlas_size;
layout(location = 6) in float scale;
// These are made up in the shader themselves
layout(location = 0) out vec2 tex_coords;
layout(location = 0) out vec4 out_color;
void main() {
out_color = color;
gl_Position = vec4(v_position, 1.0);
tex_coords = ti_position;
}