diff --git a/examples/dminer/src/dminer/core/chunk.d b/examples/dminer/src/dminer/core/chunk.d index 49aaa4ee..5ba5f2ce 100644 --- a/examples/dminer/src/dminer/core/chunk.d +++ b/examples/dminer/src/dminer/core/chunk.d @@ -197,7 +197,7 @@ struct SmallChunk { } /// return chunk position in world (aligned to chunk origin) - @property ref const(Vector3d) position() { + @property const(Vector3d) position() { return _pos; } diff --git a/views/res/shaders/colored.frag b/views/res/shaders/colored.frag index 421b5cf8..fab42865 100644 --- a/views/res/shaders/colored.frag +++ b/views/res/shaders/colored.frag @@ -70,27 +70,27 @@ out vec4 _fragColor; /////////////////////////////////////////////////////////// // Varyings #if defined(VERTEX_COLOR) -varying vec3 v_color; +in vec3 v_color; #endif #if defined(LIGHTMAP) -varying vec2 v_texCoord1; +in vec2 v_texCoord1; #endif #if defined(LIGHTING) -varying vec3 v_normalVector; +in vec3 v_normalVector; #if (POINT_LIGHT_COUNT > 0) -varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; +in vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; #endif #if (SPOT_LIGHT_COUNT > 0) -varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; +in vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; #endif #if defined(SPECULAR) -varying vec3 v_cameraDirection; +in vec3 v_cameraDirection; #endif #include "lighting.frag" @@ -98,7 +98,7 @@ varying vec3 v_cameraDirection; #endif #if defined(CLIP_PLANE) -varying float v_clipDistance; +in float v_clipDistance; #endif void main() @@ -106,7 +106,7 @@ void main() #if defined(CLIP_PLANE) if(v_clipDistance < 0.0) discard; #endif - + #if defined(LIGHTING) #if defined(VERTEX_COLOR) @@ -114,19 +114,19 @@ void main() #else _baseColor = u_diffuseColor; #endif - + _fragColor.a = _baseColor.a; _fragColor.rgb = getLitPixel(); - + #else - + #if defined(VERTEX_COLOR) _fragColor.rgb = v_color; _fragColor.a = 1.0; #else _fragColor = u_diffuseColor; #endif - + #endif #if defined(LIGHTMAP) diff --git a/views/res/shaders/colored.vert b/views/res/shaders/colored.vert index f334f84c..f7e3b85c 100644 --- a/views/res/shaders/colored.vert +++ b/views/res/shaders/colored.vert @@ -13,23 +13,23 @@ /////////////////////////////////////////////////////////// // Attributes -attribute vec4 a_position; +in vec4 a_position; #if defined(SKINNING) -attribute vec4 a_blendWeights; -attribute vec4 a_blendIndices; +in vec4 a_blendWeights; +in vec4 a_blendIndices; #endif #if defined(LIGHTMAP) -attribute vec2 a_texCoord1; +in vec2 a_texCoord1; #endif #if defined(LIGHTING) -attribute vec3 a_normal; +in vec3 a_normal; #endif #if defined(VERTEX_COLOR) -attribute vec3 a_color; +in vec3 a_color; #endif /////////////////////////////////////////////////////////// @@ -51,7 +51,7 @@ uniform mat4 u_worldViewMatrix; uniform vec3 u_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT]; #endif -#if (POINT_LIGHT_COUNT > 0) +#if (POINT_LIGHT_COUNT > 0) uniform vec3 u_pointLightPosition[POINT_LIGHT_COUNT]; #endif @@ -74,31 +74,31 @@ uniform vec4 u_clipPlane; /////////////////////////////////////////////////////////// // Varyings #if defined(LIGHTMAP) -varying vec2 v_texCoord1; +out vec2 v_texCoord1; #endif #if defined(VERTEX_COLOR) -varying vec3 v_color; +out vec3 v_color; #endif #if defined(LIGHTING) -varying vec3 v_normalVector; +out vec3 v_normalVector; -#if (DIRECTIONAL_LIGHT_COUNT > 0) -varying vec3 v_lightDirection[DIRECTIONAL_LIGHT_COUNT]; +#if (DIRECTIONAL_LIGHT_COUNT > 0) +out vec3 v_lightDirection[DIRECTIONAL_LIGHT_COUNT]; #endif #if (POINT_LIGHT_COUNT > 0) -varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; +out vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; #endif #if (SPOT_LIGHT_COUNT > 0) -varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; +out vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; #endif #if defined(SPECULAR) -varying vec3 v_cameraDirection; +out vec3 v_cameraDirection; #endif #include "lighting.vert" @@ -108,11 +108,11 @@ varying vec3 v_cameraDirection; #if defined(SKINNING) #include "skinning.vert" #else -#include "skinning-none.vert" +#include "skinning-none.vert" #endif #if defined(CLIP_PLANE) -varying float v_clipDistance; +out float v_clipDistance; #endif void main() @@ -137,13 +137,13 @@ void main() #if defined(LIGHTMAP) v_texCoord1 = a_texCoord1; #endif - + // Pass the vertex color #if defined(VERTEX_COLOR) v_color = a_color; #endif - + #if defined(CLIP_PLANE) v_clipDistance = dot(u_worldMatrix * position, u_clipPlane); - #endif + #endif } diff --git a/views/res/shaders/textured.frag b/views/res/shaders/textured.frag index 8e07b255..97da2c83 100644 --- a/views/res/shaders/textured.frag +++ b/views/res/shaders/textured.frag @@ -84,35 +84,35 @@ vec4 _baseColor; out vec4 _fragColor; /////////////////////////////////////////////////////////// // Varyings -varying vec2 v_texCoord; +in vec2 v_texCoord; #if defined(LIGHTMAP) -varying vec2 v_texCoord1; +in vec2 v_texCoord1; #endif #if defined(LIGHTING) #if !defined(BUMPED) -varying vec3 v_normalVector; +in vec3 v_normalVector; #endif #if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0) -varying vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT]; +in vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT]; #endif #if (POINT_LIGHT_COUNT > 0) -varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; +in vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; #endif #if (SPOT_LIGHT_COUNT > 0) -varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; +in vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; #if defined(BUMPED) -varying vec3 v_spotLightDirection[SPOT_LIGHT_COUNT]; +in vec3 v_spotLightDirection[SPOT_LIGHT_COUNT]; #endif #endif #if defined(SPECULAR) -varying vec3 v_cameraDirection; +in vec3 v_cameraDirection; #endif #include "lighting.frag" @@ -120,11 +120,11 @@ varying vec3 v_cameraDirection; #endif #if defined(CLIP_PLANE) -varying float v_clipDistance; +in float v_clipDistance; #endif #if defined(FOG) -varying vec4 viewSpace; +in vec4 viewSpace; #endif void main() @@ -145,7 +145,7 @@ void main() fogFactor = clamp( fogFactor, 0.0, 1.0 ); _baseColor = mix(u_fogColor, _baseColor, fogFactor); #endif - + _fragColor.a = _baseColor.a; #if defined(TEXTURE_DISCARD_ALPHA) diff --git a/views/res/shaders/textured.vert b/views/res/shaders/textured.vert index 5ced5cdd..cac441e3 100644 --- a/views/res/shaders/textured.vert +++ b/views/res/shaders/textured.vert @@ -13,25 +13,25 @@ /////////////////////////////////////////////////////////// // Atributes -attribute vec4 a_position; +in vec4 a_position; #if defined(SKINNING) -attribute vec4 a_blendWeights; -attribute vec4 a_blendIndices; +in vec4 a_blendWeights; +in vec4 a_blendIndices; #endif -attribute vec2 a_texCoord; +in vec2 a_texCoord; #if defined(LIGHTMAP) -attribute vec2 a_texCoord1; +in vec2 a_texCoord1; #endif #if defined(LIGHTING) -attribute vec3 a_normal; +in vec3 a_normal; #if defined(BUMPED) -attribute vec3 a_tangent; -attribute vec3 a_binormal; +in vec3 a_tangent; +in vec3 a_binormal; #endif #endif @@ -58,7 +58,7 @@ uniform vec3 u_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT]; uniform vec3 u_pointLightPosition[POINT_LIGHT_COUNT]; #endif -#if (SPOT_LIGHT_COUNT > 0) +#if (SPOT_LIGHT_COUNT > 0) uniform vec3 u_spotLightPosition[SPOT_LIGHT_COUNT]; #if defined(BUMPED) uniform vec3 u_spotLightDirection[SPOT_LIGHT_COUNT]; @@ -92,35 +92,35 @@ uniform vec4 u_clipPlane; /////////////////////////////////////////////////////////// // Varyings -varying vec2 v_texCoord; +out vec2 v_texCoord; #if defined(LIGHTMAP) -varying vec2 v_texCoord1; +out vec2 v_texCoord1; #endif #if defined(LIGHTING) #if !defined(BUMPED) -varying vec3 v_normalVector; +out vec3 v_normalVector; #endif #if defined(BUMPED) && (DIRECTIONAL_LIGHT_COUNT > 0) -varying vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT]; +out vec3 v_directionalLightDirection[DIRECTIONAL_LIGHT_COUNT]; #endif #if (POINT_LIGHT_COUNT > 0) -varying vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; +out vec3 v_vertexToPointLightDirection[POINT_LIGHT_COUNT]; #endif #if (SPOT_LIGHT_COUNT > 0) -varying vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; +out vec3 v_vertexToSpotLightDirection[SPOT_LIGHT_COUNT]; #if defined(BUMPED) -varying vec3 v_spotLightDirection[SPOT_LIGHT_COUNT]; +out vec3 v_spotLightDirection[SPOT_LIGHT_COUNT]; #endif #endif #if defined(SPECULAR) -varying vec3 v_cameraDirection; +out vec3 v_cameraDirection; #endif #include "lighting.vert" @@ -130,15 +130,15 @@ varying vec3 v_cameraDirection; #if defined(SKINNING) #include "skinning.vert" #else -#include "skinning-none.vert" +#include "skinning-none.vert" #endif #if defined(CLIP_PLANE) -varying float v_clipDistance; +out float v_clipDistance; #endif #if defined(FOG) -varying vec4 viewSpace; +out vec4 viewSpace; #endif void main() @@ -154,39 +154,39 @@ void main() // Transform the normal, tangent and binormals to view space. mat3 inverseTransposeWorldViewMatrix = mat3(u_inverseTransposeWorldViewMatrix[0].xyz, u_inverseTransposeWorldViewMatrix[1].xyz, u_inverseTransposeWorldViewMatrix[2].xyz); vec3 normalVector = normalize(inverseTransposeWorldViewMatrix * normal); - + #if defined(BUMPED) - + vec3 tangent = getTangent(); vec3 binormal = getBinormal(); vec3 tangentVector = normalize(inverseTransposeWorldViewMatrix * tangent); vec3 binormalVector = normalize(inverseTransposeWorldViewMatrix * binormal); mat3 tangentSpaceTransformMatrix = mat3(tangentVector.x, binormalVector.x, normalVector.x, tangentVector.y, binormalVector.y, normalVector.y, tangentVector.z, binormalVector.z, normalVector.z); applyLight(position, tangentSpaceTransformMatrix); - + #else - + v_normalVector = normalVector; applyLight(position); - + #endif - - #endif - + + #endif + v_texCoord = a_texCoord; - + #if defined(TEXTURE_REPEAT) v_texCoord *= u_textureRepeat; #endif - + #if defined(TEXTURE_OFFSET) v_texCoord += u_textureOffset; #endif - + #if defined(LIGHTMAP) v_texCoord1 = a_texCoord1; #endif - + #if defined(CLIP_PLANE) v_clipDistance = dot(u_worldMatrix * position, u_clipPlane); #endif