mirror of
https://github.com/open-goal/jak-project
synced 2026-06-16 06:46:07 -04:00
40e2f113e6
## Problem OpenGOAL uses OpenGL 4.3. Apple stopped upgrading OpenGL after 4.1, so the way OpenGOAL currently works will never be playable on Macs using OpenGL. ## Solution Luckily, downgrading to OpenGL 4.1 is not a huge change (at least it doesn't seem like it to my untrained eyes). ## Changes * set hints for OpenGL 4.1 instead of 4.3 for __APPLE__ * skip the OpenGL debugging callback setup for macOS (requires 4.3) * bump down the version string for all shaders * stop using the `binding` layout qualifier in shader code * move the `flat` qualifier first (not sure if this is a 4.1 thing or just Macs being more strict) * don't mix signed and unsigned ints in shaders (not sure if this is a 4.1 thing or just Macs being more strict) * add some hacky CPP to the Shader constructor for binding texture units and bones buffers based on variable names in the shader code ## Results   
15 lines
432 B
GLSL
15 lines
432 B
GLSL
// Debug shader for drawing things in red. Uses the same conventions as direct_basic, see there for more details
|
|
|
|
#version 410 core
|
|
|
|
layout (location = 0) in vec3 position_in;
|
|
|
|
out vec4 fragment_color;
|
|
|
|
void main() {
|
|
gl_Position = vec4((position_in.x - 0.5) * 16., -(position_in.y - 0.5) * 32, position_in.z * 2 - 1., 1.0);
|
|
// scissoring area adjust
|
|
gl_Position.y *= SCISSOR_ADJUST;
|
|
fragment_color = vec4(1.0, 0, 0, 0.7);
|
|
}
|