Merge pull request #268 from glitchland/master
Fix texture2d as it is deprecated name
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commit
30cfef01da
3 changed files with 18 additions and 16 deletions
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@ -11,8 +11,6 @@ uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Render size values should be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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@ -20,6 +18,7 @@ const float renderHeight = 450;
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float radius = 250.0;
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float angle = 0.8;
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// NOTE: center is connected to the golang code
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uniform vec2 center = vec2(200.0, 200.0);
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void main()
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@ -41,7 +40,7 @@ void main()
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}
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tc += center;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
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finalColor = vec4(color.rgb, 1.0);;
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}
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@ -31,6 +31,9 @@ func main() {
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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swirlCenterLoc := rl.GetShaderLocation(shader, "center")
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if swirlCenterLoc == -1 {
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println("Warning: [SHDR] Swirl Center uniform not found on shader")
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}
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swirlCenter := make([]float32, 2)
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swirlCenter[0] = float32(screenWidth) / 2
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@ -20,22 +20,22 @@ void main()
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float y = 1.0/resolution.y;
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vec4 horizEdge = vec4(0.0);
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
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horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
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horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec4 vertEdge = vec4(0.0);
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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vertEdge -= texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
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vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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vertEdge += texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
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vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
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finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
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finalColor = vec4(edge, texture(texture0, fragTexCoord).a);
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}
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