Internal linkage for deferred renderer shaders code

This commit is contained in:
Nikita Lisitsa 2020-10-25 15:43:56 +03:00
parent 25affcc29a
commit 9940dd19a0

View file

@ -13,7 +13,7 @@
namespace psemek::gfx
{
char const g_buffer_pass_common[] =
static char const g_buffer_pass_common[] =
R"(#version 330
const uint O_UNIFORM_COLOR = 1u << 0;
@ -28,7 +28,7 @@ const uint O_INSTANCED = 1u << 7;
uniform uint u_flag_mask;
)";
char const g_buffer_pass_vs[] =
static char const g_buffer_pass_vs[] =
R"(
uniform mat4 u_camera_transform;
@ -80,7 +80,7 @@ void main()
}
)";
char const g_buffer_pass_fs[] =
static char const g_buffer_pass_fs[] =
R"(
uniform vec4 u_color;
@ -124,7 +124,7 @@ void main()
}
)";
char const fullscreen_vs[] =
static char const fullscreen_vs[] =
R"(#version 330
const vec4 vertices[6] = vec4[6](
@ -147,7 +147,7 @@ void main()
}
)";
char const screen_vs[] =
static char const screen_vs[] =
R"(#version 330
layout (location = 0) in vec2 in_position;
@ -162,7 +162,7 @@ void main()
}
)";
char const ambient_pass_fs[] =
static char const ambient_pass_fs[] =
R"(#version 330
uniform sampler2D u_g0;
@ -193,7 +193,7 @@ void main()
}
)";
char const directional_light_pass_fs[] =
static char const directional_light_pass_fs[] =
R"(#version 330
uniform sampler2D u_g0;
@ -233,7 +233,7 @@ void main()
}
)";
char const point_light_pass_fs[] =
static char const point_light_pass_fs[] =
R"(#version 330
uniform sampler2D u_g0;
@ -279,7 +279,6 @@ void main()
}
)";
static std::size_t bbox_to_screen_fan(geom::matrix<float, 4, 4> const & camera_transform, geom::box<float, 3> const & b, geom::point<float, 2> * result)
{
geom::point<float, 2> bbox_corners_screen[8];