mirror of
https://github.com/libretro/RetroArch
synced 2025-02-06 09:40:06 +00:00
Cleanup shaders
This commit is contained in:
parent
2b5aae8a21
commit
653359911a
@ -1,8 +1,12 @@
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static const char *stock_fragment_core_blend =
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"uniform sampler2D Texture;\n"
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"in vec2 tex_coord;\n"
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"in vec4 color;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = color * texture(Texture, tex_coord);\n"
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"}";
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#include "shaders_common.h"
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static const char *stock_fragment_core_blend = GLSL(
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uniform sampler2D Texture;
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in vec2 tex_coord;
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in vec4 color;
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out vec4 FragColor;
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void main() {
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FragColor = color * texture(Texture, tex_coord);
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}
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);
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@ -1,12 +1,16 @@
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static const char *stock_vertex_core_blend =
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"in vec2 TexCoord;\n"
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"in vec2 VertexCoord;\n"
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"in vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"out vec2 tex_coord;\n"
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"out vec4 color;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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" color = Color;\n"
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"}";
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#include "shaders_common.h"
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static const char *stock_vertex_core_blend = GLSL(
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in vec2 TexCoord;
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in vec2 VertexCoord;
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in vec4 Color;
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uniform mat4 MVPMatrix;
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out vec2 tex_coord;
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out vec4 color;
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void main() {
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gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);
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tex_coord = TexCoord;
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color = Color;
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}
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);
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@ -1,7 +1,11 @@
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static const char *stock_fragment_core =
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"uniform sampler2D Texture;\n"
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"in vec2 tex_coord;\n"
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"out vec4 FragColor;\n"
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"void main() {\n"
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" FragColor = vec4(texture(Texture, tex_coord).rgb, 1.0);\n"
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"}";
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#include "shaders_common.h"
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static const char *stock_fragment_core = GLSL(
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uniform sampler2D Texture;
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in vec2 tex_coord;
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out vec4 FragColor;
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void main() {
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FragColor = vec4(texture(Texture, tex_coord).rgb, 1.0);
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}
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);
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@ -1,10 +1,14 @@
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static const char *stock_vertex_core =
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"in vec2 TexCoord;\n"
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"in vec2 VertexCoord;\n"
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"in vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"out vec2 tex_coord;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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"}";
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#include "shaders_common.h"
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static const char *stock_vertex_core = GLSL(
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in vec2 TexCoord;
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in vec2 VertexCoord;
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in vec4 Color;
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uniform mat4 MVPMatrix;
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out vec2 tex_coord;
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void main() {
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gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);
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tex_coord = TexCoord;
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}
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);
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@ -1,6 +1,10 @@
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static const char *stock_fragment_legacy =
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"uniform sampler2D Texture;\n"
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"varying vec4 color;\n"
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"void main() {\n"
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" gl_FragColor = color * texture2D(Texture, gl_TexCoord[0].xy);\n"
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"}";
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#include "shaders_common.h"
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static const char *stock_fragment_legacy = GLSL(
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uniform sampler2D Texture;
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varying vec4 color;
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void main() {
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gl_FragColor = color * texture2D(Texture, gl_TexCoord[0].xy);
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}
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);
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@ -1,7 +1,11 @@
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static const char *stock_vertex_legacy =
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"varying vec4 color;\n"
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"void main() {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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" color = gl_Color;\n"
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"}";
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#include "shaders_common.h"
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static const char *stock_vertex_legacy = GLSL(
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varying vec4 color;
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void main() {
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
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gl_TexCoord[0] = gl_MultiTexCoord0;
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color = gl_Color;
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}
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);
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@ -1,45 +1,50 @@
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static const char *stock_vertex_xmb_legacy =
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"#define COMPAT_VARYING varying\n"
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"#define COMPAT_ATTRIBUTE attribute\n"
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"COMPAT_ATTRIBUTE vec3 VertexCoord;\n"
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"uniform float time;\n"
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"COMPAT_VARYING vec3 fragVertexEc;\n"
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"float iqhash( float n )\n"
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"{\n"
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" return fract(sin(n)*43758.5453);\n"
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"}\n"
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"float noise( vec3 x )\n"
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"{\n"
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" vec3 p = floor(x);\n"
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" vec3 f = fract(x);\n"
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" f = f*f*(3.0-2.0*f);\n"
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" float n = p.x + p.y*57.0 + 113.0*p.z;\n"
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" return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),\n"
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" mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),\n"
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" mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),\n"
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" mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);\n"
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"}\n"
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"float xmb_noise2( vec3 x )\n"
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"{\n"
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" return cos((x.z*1.0)*2.0);"
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"}\n"
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"void main()\n"
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"{\n"
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" vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);\n"
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" vec3 v2 = v;\n"
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" vec3 v3 = v;\n"
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#include "shaders_common.h"
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" v.y = xmb_noise2(v2)/6.0;\n"
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static const char *stock_vertex_xmb_legacy = GLSL(
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attribute vec3 VertexCoord;
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uniform float time;
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varying vec3 fragVertexEc;
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" v3.x = v3.x + time/5.0;\n"
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" v3.x = v3.x / 2.0;\n"
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float iqhash( float n )
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{
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return fract(sin(n)*43758.5453);
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}
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" v3.z = v3.z + time/10.0;\n"
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" v3.y = v3.y + time/100.0;\n"
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float noise( vec3 x )
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{
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0 + 113.0*p.z;
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return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
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mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
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mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
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mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
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}
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" v.z = v.z + noise(v3*7.0)/15.0;\n"
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" v.y = v.y + noise(v3*7.0)/15.0 + cos(v.x*2.0-time/5.0)/5.0 - 0.3;\n"
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float xmb_noise2( vec3 x )
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{
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return cos((x.z*1.0)*2.0);
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}
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" gl_Position = vec4(v, 1.0);\n"
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" fragVertexEc = gl_Position.xyz;\n"
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"}\n";
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void main()
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{
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vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
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vec3 v2 = v;
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vec3 v3 = v;
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v.y = xmb_noise2(v2)/6.0;
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v3.x = v3.x + time/5.0;
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v3.x = v3.x / 2.0;
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v3.z = v3.z + time/10.0;
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v3.y = v3.y + time/100.0;
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v.z = v.z + noise(v3*7.0)/15.0;
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v.y = v.y + noise(v3*7.0)/15.0 + cos(v.x*2.0-time/5.0)/5.0 - 0.3;
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gl_Position = vec4(v, 1.0);
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fragVertexEc = gl_Position.xyz;
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}
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);
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@ -1,29 +1,33 @@
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static const char *stock_vertex_xmb_simple_legacy =
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"#define COMPAT_VARYING varying\n"
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"#define COMPAT_ATTRIBUTE attribute\n"
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"COMPAT_ATTRIBUTE vec3 VertexCoord;\n"
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"uniform float time;\n"
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"float iqhash( float n )\n"
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"{\n"
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" return fract(sin(n)*43758.5453);\n"
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"}\n"
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"float noise( vec3 x )\n"
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"{\n"
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" vec3 p = floor(x);\n"
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" vec3 f = fract(x);\n"
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" f = f*f*(3.0-2.0*f);\n"
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" float n = p.x + p.y*57.0 + 113.0*p.z;\n"
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" return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),\n"
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" mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),\n"
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" mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),\n"
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" mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);\n"
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"}\n"
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"void main()\n"
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"{\n"
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" vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);\n"
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" vec3 v2 = v;\n"
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" v2.x = v2.x + time/2.0;\n"
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" v2.z = v.z * 3.0;\n"
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" v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;\n"
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" gl_Position = vec4(v, 1.0);\n"
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"}\n";
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#include "shaders_common.h"
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static const char *stock_vertex_xmb_simple_legacy = GLSL(
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attribute vec3 VertexCoord;
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uniform float time;
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float iqhash( float n )
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{
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return fract(sin(n)*43758.5453);
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}
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float noise( vec3 x )
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{
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vec3 p = floor(x);
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vec3 f = fract(x);
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f = f*f*(3.0-2.0*f);
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float n = p.x + p.y*57.0 + 113.0*p.z;
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return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
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mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
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mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
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mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
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}
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void main()
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{
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vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
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vec3 v2 = v;
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v2.x = v2.x + time/2.0;
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v2.z = v.z * 3.0;
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v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;
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gl_Position = vec4(v, 1.0);
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}
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);
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static const char *stock_fragment_modern_blend =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 tex_coord;\n"
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"varying vec4 color;\n"
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"void main() {\n"
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" gl_FragColor = color * texture2D(Texture, tex_coord);\n"
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"}";
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#include "shaders_common.h"
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static const char *stock_fragment_modern_blend = GLSL(
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D Texture;
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varying vec2 tex_coord;
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varying vec4 color;
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void main() {
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gl_FragColor = color * texture2D(Texture, tex_coord);
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}
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);
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static const char *stock_vertex_modern_blend =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"attribute vec2 TexCoord;\n"
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"attribute vec2 VertexCoord;\n"
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"attribute vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"varying vec2 tex_coord;\n"
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"varying vec4 color;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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" color = Color;\n"
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"}";
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#include "shaders_common.h"
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static const char *stock_vertex_modern_blend = GLSL(
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#ifdef GL_ES
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precision mediump float;
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#endif
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attribute vec2 TexCoord;
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attribute vec2 VertexCoord;
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attribute vec4 Color;
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uniform mat4 MVPMatrix;
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varying vec2 tex_coord;
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varying vec4 color;
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void main() {
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gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);
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tex_coord = TexCoord;
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color = Color;
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}
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);
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static const char *stock_fragment_modern =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D Texture;\n"
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"varying vec2 tex_coord;\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(Texture, tex_coord).rgb, 1.0);\n"
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"}";
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#include "shaders_common.h"
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static const char *stock_fragment_modern = GLSL(
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D Texture;
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varying vec2 tex_coord;
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void main() {
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gl_FragColor = vec4(texture2D(Texture, tex_coord).rgb, 1.0);
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}
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);
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#include "shaders_common.h"
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/* Need to duplicate these to work around broken stuff on Android.
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* Must enforce alpha = 1.0 or 32-bit games can potentially go black. */
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static const char *stock_vertex_modern =
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"attribute vec2 TexCoord;\n"
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"attribute vec2 VertexCoord;\n"
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"attribute vec4 Color;\n"
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"uniform mat4 MVPMatrix;\n"
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"varying vec2 tex_coord;\n"
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"void main() {\n"
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" gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);\n"
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" tex_coord = TexCoord;\n"
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"}";
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static const char *stock_vertex_modern = GLSL(
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attribute vec2 TexCoord;
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attribute vec2 VertexCoord;
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attribute vec4 Color;
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uniform mat4 MVPMatrix;
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varying vec2 tex_coord;
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void main() {
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gl_Position = MVPMatrix * vec4(VertexCoord, 0.0, 1.0);
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tex_coord = TexCoord;
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}
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);
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static const char *stock_vertex_xmb_modern =
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"#define COMPAT_VARYING out\n"
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"#define COMPAT_ATTRIBUTE in\n"
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"COMPAT_ATTRIBUTE vec3 VertexCoord;\n"
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"in vec3 VertexCoord;\n"
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"uniform float time;\n"
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"COMPAT_VARYING vec3 fragVertexEc;\n"
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"out vec3 fragVertexEc;\n"
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"float iqhash( float n )\n"
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"{\n"
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" return fract(sin(n)*43758.5453);\n"
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static const char *stock_vertex_xmb_simple_modern =
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"#define COMPAT_VARYING out\n"
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"#define COMPAT_ATTRIBUTE in\n"
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"COMPAT_ATTRIBUTE vec3 VertexCoord;\n"
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"uniform float time;\n"
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"float iqhash( float n )\n"
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"{\n"
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" return fract(sin(n)*43758.5453);\n"
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"}\n"
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"float noise( vec3 x )\n"
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"{\n"
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" vec3 p = floor(x);\n"
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" vec3 f = fract(x);\n"
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" f = f*f*(3.0-2.0*f);\n"
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" float n = p.x + p.y*57.0 + 113.0*p.z;\n"
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" return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),\n"
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" mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),\n"
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||||
" mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),\n"
|
||||
" mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);\n"
|
||||
"}\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);\n"
|
||||
" vec3 v2 = v;\n"
|
||||
" v2.x = v2.x + time/2.0;\n"
|
||||
" v2.z = v.z * 3.0;\n"
|
||||
" v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;\n"
|
||||
" gl_Position = vec4(v, 1.0);\n"
|
||||
"}\n";
|
||||
#include "shaders_common.h"
|
||||
|
||||
static const char *stock_vertex_xmb_simple_modern = GLSL(
|
||||
in vec3 VertexCoord;
|
||||
uniform float time;
|
||||
|
||||
float iqhash( float n )
|
||||
{
|
||||
return fract(sin(n)*43758.5453);
|
||||
}
|
||||
|
||||
float noise( vec3 x )
|
||||
{
|
||||
vec3 p = floor(x);
|
||||
vec3 f = fract(x);
|
||||
f = f*f*(3.0-2.0*f);
|
||||
float n = p.x + p.y*57.0 + 113.0*p.z;
|
||||
return mix(mix(mix( iqhash(n+0.0 ), iqhash(n+1.0 ),f.x),
|
||||
mix( iqhash(n+57.0 ), iqhash(n+58.0 ),f.x),f.y),
|
||||
mix(mix( iqhash(n+113.0), iqhash(n+114.0),f.x),
|
||||
mix( iqhash(n+170.0), iqhash(n+171.0),f.x),f.y),f.z);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 v = vec3(VertexCoord.x, 0.0, VertexCoord.y);
|
||||
vec3 v2 = v;
|
||||
v2.x = v2.x + time/2.0;
|
||||
v2.z = v.z * 3.0;
|
||||
v.y = -cos((v.x+v.z/3.0+time)*2.0)/10.0 - noise(v2.xyz)/4.0;
|
||||
gl_Position = vec4(v, 1.0);
|
||||
}
|
||||
);
|
||||
|
@ -1,29 +1,34 @@
|
||||
static const char *stock_cg_gl_program =
|
||||
"struct input"
|
||||
"{"
|
||||
" float2 tex_coord;"
|
||||
" float4 color;"
|
||||
" float4 vertex_coord;"
|
||||
" uniform float4x4 mvp_matrix;"
|
||||
" uniform sampler2D texture;"
|
||||
"};"
|
||||
"struct vertex_data"
|
||||
"{"
|
||||
" float2 tex;"
|
||||
" float4 color;"
|
||||
"};"
|
||||
"void main_vertex"
|
||||
"("
|
||||
" out float4 oPosition : POSITION,"
|
||||
" input IN,"
|
||||
" out vertex_data vert"
|
||||
")"
|
||||
"{"
|
||||
" oPosition = mul(IN.mvp_matrix, IN.vertex_coord);"
|
||||
" vert = vertex_data(IN.tex_coord, IN.color);"
|
||||
"}"
|
||||
""
|
||||
"float4 main_fragment(input IN, vertex_data vert, uniform sampler2D s0 : TEXUNIT0) : COLOR"
|
||||
"{"
|
||||
" return vert.color * tex2D(s0, vert.tex);"
|
||||
"}";
|
||||
#include "shaders_common.h"
|
||||
|
||||
static const char *stock_cg_gl_program = GLSL(
|
||||
struct input
|
||||
{
|
||||
float2 tex_coord;
|
||||
float4 color;
|
||||
float4 vertex_coord;
|
||||
uniform float4x4 mvp_matrix;
|
||||
uniform sampler2D texture;
|
||||
};
|
||||
|
||||
struct vertex_data
|
||||
{
|
||||
float2 tex;
|
||||
float4 color;
|
||||
};
|
||||
|
||||
void main_vertex
|
||||
(
|
||||
out float4 oPosition : POSITION,
|
||||
input IN,
|
||||
out vertex_data vert
|
||||
)
|
||||
{
|
||||
oPosition = mul(IN.mvp_matrix, IN.vertex_coord);
|
||||
vert = vertex_data(IN.tex_coord, IN.color);
|
||||
}
|
||||
|
||||
float4 main_fragment(input IN, vertex_data vert, uniform sampler2D s0 : TEXUNIT0) : COLOR
|
||||
{
|
||||
return vert.color * tex2D(s0, vert.tex)
|
||||
}
|
||||
);
|
||||
|
@ -1,16 +1,20 @@
|
||||
static const char *stock_fragment_xmb =
|
||||
"#ifdef GL_ES\n"
|
||||
"precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform float time;\n"
|
||||
"varying vec3 fragVertexEc;\n"
|
||||
"vec3 up = vec3(0, 0, 1);\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" vec3 X = dFdx(fragVertexEc);\n"
|
||||
" vec3 Y = dFdy(fragVertexEc);\n"
|
||||
" vec3 normal=normalize(cross(X,Y));\n"
|
||||
" float c = (1.0 - dot(normal, up));\n"
|
||||
" c = (1.0 - cos(c*c))/3.0;\n"
|
||||
" gl_FragColor = vec4(1.0, 1.0, 1.0, c);\n"
|
||||
"}\n";
|
||||
#include "shaders_common.h"
|
||||
|
||||
static const char *stock_fragment_xmb = GLSL(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
uniform float time;
|
||||
varying vec3 fragVertexEc;
|
||||
vec3 up = vec3(0, 0, 1);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 X = dFdx(fragVertexEc);
|
||||
vec3 Y = dFdy(fragVertexEc);
|
||||
vec3 normal=normalize(cross(X,Y));
|
||||
float c = (1.0 - dot(normal, up));
|
||||
c = (1.0 - cos(c*c))/3.0;
|
||||
gl_FragColor = vec4(1.0, 1.0, 1.0, c);
|
||||
}
|
||||
);
|
||||
|
@ -1,9 +1,13 @@
|
||||
static const char *stock_fragment_xmb_simple =
|
||||
"#ifdef GL_ES\n"
|
||||
"precision mediump float;\n"
|
||||
"#endif\n"
|
||||
"uniform float time;\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = vec4(1.0, 1.0, 1.0, 0.05);\n"
|
||||
"}\n";
|
||||
#include "shaders_common.h"
|
||||
|
||||
static const char *stock_fragment_xmb_simple = GLSL(
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
uniform float time;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = vec4(1.0, 1.0, 1.0, 0.05);
|
||||
}
|
||||
);
|
||||
|
8
gfx/drivers/gl_shaders/shaders_common.h
Normal file
8
gfx/drivers/gl_shaders/shaders_common.h
Normal file
@ -0,0 +1,8 @@
|
||||
#ifndef _SHADERS_COMMON
|
||||
#define _SHADERS_COMMON
|
||||
|
||||
#define GLSL(src) "" #src
|
||||
|
||||
#define GLSL_330_CORE(src) "#version 330 core\n" #src
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user