[Fix] (MG_Impl/EGL/EGLForVulkan): use GL semantics for demo shader

This commit is contained in:
2026-02-08 13:31:51 +08:00
parent 7aa7b82628
commit 2aff5dc650
@@ -17,9 +17,10 @@ namespace MobileGL {
// TODO: complete EGL impl for Vulkan
const char* demoFS = R"(#version 460
layout(location = 0) in vec3 fragColor;
layout(location = 0) out vec4 outColor;
void main() {
outColor = vec4(0.0, 1.0, 0.0, 1.0);
outColor = vec4(fragColor, 1.0);
}
)";
const char* demoVS = R"(#version 460
@@ -27,8 +28,8 @@ namespace MobileGL {
vec2 positions[3] = vec2[](vec2(0.0, -0.5), vec2(0.5, 0.5), vec2(-0.5, 0.5));
vec3 colors[3] = vec3[](vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0));
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
fragColor = colors[gl_VertexIndex];
gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
fragColor = colors[gl_VertexID];
}
)";
void PrepareDemoRes() {