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2017-05-23tests: use built-in gl_PositionJeremy Hayes
This change is required for upcoming revision of glslang, which requires location on input/outputs but which does not allow location on built-ins. Change-Id: I9ba8989e5ac69bf422e16d4e7ffc7d33b9f71760
2016-08-12demos : SAM6 Flip projection matrix, instead of vertex-shaderRene Lindsay
Change-Id: I0000000000decaf15bad0000000000000000006b
2016-04-19misc: Update licenses to Apache 2.0Jon Ashburn
Change-Id: Id447f4c8c53d33f9192940bdd3ae727b7b738a97
2016-02-10Remove Khronos confidential clause from license text.Karl Schultz
2016-02-02demos: Update copyright and apply clang-formatKarl Schultz
2016-01-21shader compiler: add new VertexIndexGregF
2015-12-15cube and tri: change shader version numbers to 400GregF
2015-10-28demos/cube: Explicitly specify std140 layout on UBOsJason Ekstrand
Without this, glslang won't actually provide the offsets and strides required by SPIR-V.
2015-04-30intel: support only VK_DEPTH_MODE_ZERO_TO_ONEChia-I Wu
Fail pipeline creation when VK_DEPTH_MODE_NEGATIVE_ONE_TO_ONE is specified. Update viewport transformation for depth range [0, 1]. Demos are updated too.
2015-04-30demos/cube: use GL conventionsChia-I Wu
Use GL conventions in vertex data and contents. Tranform to VK conventions in the vertex shader with gl_Position.y = -gl_Position.y;
2014-10-31demos: Add shader source files for cube demoCourtney Goeltzenleuchter