Remove the remaining bits of deprecated GL usage

The drawing is now completely shader based, which makes away
with all usage of the depracted matrix stack. This also allows
us to do things like simple translations and texture coordinate
translation directly instead of doing everything indirectly
through matrices.

Fixed vertex attributes ('vertexPointer()' etc) are also
replaced with user defined attribute arrays.
This commit is contained in:
Jonas Kulla 2013-09-23 07:15:01 +02:00
parent 88c1489554
commit 9e63fb6b64
29 changed files with 701 additions and 295 deletions

View file

@ -1,13 +1,16 @@
/* Fragment shader that produces a simple
* fade in / fade out type transition */
uniform sampler2D frozenScene;
uniform sampler2D currentScene;
uniform float prog;
varying vec2 v_texCoord;
void main()
{
vec2 texCoor = gl_TexCoord[0].st;
vec4 newPixel = texture2D(currentScene, texCoor);
vec4 oldPixel = texture2D(frozenScene, texCoor);
vec4 newPixel = texture2D(currentScene, v_texCoord);
vec4 oldPixel = texture2D(frozenScene, v_texCoord);
gl_FragColor = mix(oldPixel, newPixel, prog);
}