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https://github.com/MobileGL-Dev/MobileGL
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[Feat]: (MG_Util/ShaderTranspiler): TMglGlslIoResolver: a custom glslang IoResolver to realize glBindAttribLocation semantics
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@@ -26,6 +26,7 @@ in float fIn2;
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in float fIn5;
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in float fIn6;
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in float fIn1;
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layout (location = 0) in float fIn0;
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in float fIn3;
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layout(location = 0) uniform mat4 ProjMat;
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@@ -45,7 +46,7 @@ void main(){
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vec2 dummy2 = TestMat2[0];
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vec3 dummy3 = TestMat3[0];
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oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
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oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6 * fIn0)) / InSize;
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texCoord = Position.xy / OutSize;
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})";
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@@ -135,6 +136,9 @@ TEST_F(ProgramTest, CompileAndLink) {
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BindAttribLocation(program, 5, "fIn5");
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printf("Linking program...\n");
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LinkProgram(program);
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GLint linkStatus = GL_FALSE;
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GetProgramiv(program, GL_LINK_STATUS, &linkStatus);
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ASSERT_EQ(linkStatus, GL_TRUE);
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printf("Program linked.\n");
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ASSERT_EQ(GetUniformLocation(program, "ProjMat"), 0);
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@@ -151,6 +155,7 @@ TEST_F(ProgramTest, CompileAndLink) {
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ASSERT_EQ(GetAttribLocation(program, "fIn1"), 1);
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ASSERT_EQ(GetAttribLocation(program, "fIn3"), 3);
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ASSERT_EQ(GetAttribLocation(program, "fIn5"), 5);
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ASSERT_EQ(GetAttribLocation(program, "fIn0"), 0);
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UseProgram(program);
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