Reviewed shaders comment wording (#4793)
This commit is contained in:
parent
da8a08006a
commit
7cae259a6d
77 changed files with 77 additions and 77 deletions
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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uniform vec2 leftLensCenter;
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uniform vec2 leftLensCenter;
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uniform vec2 rightLensCenter;
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uniform vec2 rightLensCenter;
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uniform vec2 leftScreenCenter;
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uniform vec2 leftScreenCenter;
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@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
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// Output fragment color
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// Output fragment color
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out vec4 finalColor;
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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uniform vec2 leftLensCenter = vec2(0.288, 0.5);
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uniform vec2 leftLensCenter = vec2(0.288, 0.5);
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uniform vec2 rightLensCenter = vec2(0.712, 0.5);
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uniform vec2 rightLensCenter = vec2(0.712, 0.5);
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uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
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uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
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@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
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// Output fragment color
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// Output fragment color
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out vec4 finalColor;
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_DIRECTIONAL 0
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@ -17,7 +17,7 @@ out vec3 fragPosition;
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out vec4 fragColor;
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out vec4 fragColor;
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out vec3 fragNormal;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -5,7 +5,7 @@ precision mediump float;
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// Input uniform values
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// Input uniform values
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uniform vec4 color;
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uniform vec4 color;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -7,7 +7,7 @@ attribute vec3 vertexPosition;
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uniform mat4 mvp;
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uniform mat4 mvp;
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uniform float currentTime;
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uniform float currentTime;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -6,7 +6,7 @@ uniform vec4 color;
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// Output fragment color
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// Output fragment color
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out vec4 finalColor;
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -7,7 +7,7 @@ in vec3 vertexPosition;
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uniform mat4 mvp;
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uniform mat4 mvp;
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uniform float currentTime;
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uniform float currentTime;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -13,7 +13,7 @@ uniform mat4 mvp;
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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const vec2 size = vec2(800, 450); // render size
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderWidth = 800.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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float hatchOffsetY = 5.0;
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;
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float lumThreshold01 = 0.9;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderWidth = 800.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0; // Depth texture
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uniform sampler2D texture0; // Depth texture
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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const float PI = 3.1415926535;
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const float PI = 3.1415926535;
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@ -12,7 +12,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_DIRECTIONAL 0
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -12,7 +12,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_DIRECTIONAL 0
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@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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varying vec3 fragNormal;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// https://github.com/glslify/glsl-inverse
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// https://github.com/glslify/glsl-inverse
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mat3 inverse(mat3 m)
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mat3 inverse(mat3 m)
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@ -18,7 +18,7 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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varying vec3 fragNormal;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec2 fragTexCoord2;
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varying vec2 fragTexCoord2;
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varying vec4 fragColor;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -12,7 +12,7 @@ uniform sampler2D mask;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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uniform int frame;
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uniform int frame;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderWidth = 800.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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float gamma = 0.6;
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float gamma = 0.6;
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float numColors = 8.0;
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float numColors = 8.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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float offset = 0.0;
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float offset = 0.0;
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float frequency = 450.0/3.0;
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float frequency = 450.0/3.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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vec2 resolution = vec2(800.0, 450.0);
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vec2 resolution = vec2(800.0, 450.0);
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void main()
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void main()
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values should be passed from code
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// NOTE: Render size values should be passed from code
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const float renderWidth = 800.0;
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const float renderWidth = 800.0;
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@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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uniform vec2 tiling;
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uniform vec2 tiling;
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void main()
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void main()
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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uniform vec2 resolution = vec2(800, 450);
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uniform vec2 resolution = vec2(800, 450);
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void main()
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void main()
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@ -13,7 +13,7 @@ uniform mat4 mvp;
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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const vec2 size = vec2(800, 450); // Framebuffer size
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const vec2 size = vec2(800, 450); // Framebuffer size
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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderWidth = 800.0;
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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float hatchOffsetY = 5.0;
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;
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float lumThreshold01 = 0.9;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderWidth = 800.0;
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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void main()
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{
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{
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@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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const float PI = 3.1415926535;
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const float PI = 3.1415926535;
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@ -10,7 +10,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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||||||
#define MAX_LIGHTS 4
|
#define MAX_LIGHTS 4
|
||||||
#define LIGHT_DIRECTIONAL 0
|
#define LIGHT_DIRECTIONAL 0
|
||||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -10,7 +10,7 @@ varying vec3 fragNormal;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
#define MAX_LIGHTS 4
|
#define MAX_LIGHTS 4
|
||||||
#define LIGHT_DIRECTIONAL 0
|
#define LIGHT_DIRECTIONAL 0
|
||||||
|
|
|
@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
|
||||||
varying vec4 fragColor;
|
varying vec4 fragColor;
|
||||||
varying vec3 fragNormal;
|
varying vec3 fragNormal;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// https://github.com/glslify/glsl-inverse
|
// https://github.com/glslify/glsl-inverse
|
||||||
mat3 inverse(mat3 m)
|
mat3 inverse(mat3 m)
|
||||||
|
|
|
@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
|
||||||
varying vec2 fragTexCoord2;
|
varying vec2 fragTexCoord2;
|
||||||
varying vec4 fragColor;
|
varying vec4 fragColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values must be passed from code
|
// NOTE: Render size values must be passed from code
|
||||||
const float renderWidth = 800.0;
|
const float renderWidth = 800.0;
|
||||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
float gamma = 0.6;
|
float gamma = 0.6;
|
||||||
float numColors = 8.0;
|
float numColors = 8.0;
|
||||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
float offset = 0.0;
|
float offset = 0.0;
|
||||||
float frequency = 450.0/3.0;
|
float frequency = 450.0/3.0;
|
||||||
|
|
|
@ -17,7 +17,7 @@ varying vec2 fragTexCoord;
|
||||||
varying vec4 fragColor;
|
varying vec4 fragColor;
|
||||||
varying vec3 fragNormal;
|
varying vec3 fragNormal;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
vec2 resolution = vec2(800.0, 450.0);
|
vec2 resolution = vec2(800.0, 450.0);
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
|
|
@ -8,7 +8,7 @@ varying vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values should be passed from code
|
// NOTE: Render size values should be passed from code
|
||||||
const float renderWidth = 800;
|
const float renderWidth = 800;
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -13,7 +13,7 @@ uniform mat4 mvp;
|
||||||
out vec2 fragTexCoord;
|
out vec2 fragTexCoord;
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
const vec2 size = vec2(800, 450); // Framebuffer size
|
const vec2 size = vec2(800, 450); // Framebuffer size
|
||||||
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
|
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values must be passed from code
|
// NOTE: Render size values must be passed from code
|
||||||
const float renderWidth = 800;
|
const float renderWidth = 800;
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
float hatchOffsetY = 5.0;
|
float hatchOffsetY = 5.0;
|
||||||
float lumThreshold01 = 0.9;
|
float lumThreshold01 = 0.9;
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values must be passed from code
|
// NOTE: Render size values must be passed from code
|
||||||
const float renderWidth = 800.0;
|
const float renderWidth = 800.0;
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -7,7 +7,7 @@ out vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -7,7 +7,7 @@ out vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
const float PI = 3.1415926535;
|
const float PI = 3.1415926535;
|
||||||
|
|
||||||
|
|
|
@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
#define MAX_LIGHTS 4
|
#define MAX_LIGHTS 4
|
||||||
#define LIGHT_DIRECTIONAL 0
|
#define LIGHT_DIRECTIONAL 0
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
//out vec4 finalColor;
|
//out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
#define MAX_LIGHTS 4
|
#define MAX_LIGHTS 4
|
||||||
#define LIGHT_DIRECTIONAL 0
|
#define LIGHT_DIRECTIONAL 0
|
||||||
|
|
|
@ -17,7 +17,7 @@ out vec2 fragTexCoord;
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
out vec3 fragNormal;
|
out vec3 fragNormal;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -18,7 +18,7 @@ out vec2 fragTexCoord;
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
out vec3 fragNormal;
|
out vec3 fragNormal;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values must be passed from code
|
// NOTE: Render size values must be passed from code
|
||||||
const float renderWidth = 800;
|
const float renderWidth = 800;
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
float gamma = 0.6;
|
float gamma = 0.6;
|
||||||
float numColors = 8.0;
|
float numColors = 8.0;
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values must be passed from code
|
// NOTE: Render size values must be passed from code
|
||||||
const float renderWidth = 800;
|
const float renderWidth = 800;
|
||||||
|
|
|
@ -17,7 +17,7 @@ out vec2 fragTexCoord;
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
out vec3 fragNormal;
|
out vec3 fragNormal;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
uniform vec2 resolution = vec2(800, 450);
|
uniform vec2 resolution = vec2(800, 450);
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
|
|
@ -7,7 +7,7 @@ in vec4 fragColor;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
#define MAX_SPOTS 3
|
#define MAX_SPOTS 3
|
||||||
|
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
// NOTE: Render size values should be passed from code
|
// NOTE: Render size values should be passed from code
|
||||||
const float renderWidth = 800;
|
const float renderWidth = 800;
|
||||||
|
|
|
@ -10,7 +10,7 @@ varying vec4 fragColor;
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 colDiffuse;
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
const float smoothing = 1.0/16.0;
|
const float smoothing = 1.0/16.0;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
|
|
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||||
// Output fragment color
|
// Output fragment color
|
||||||
out vec4 finalColor;
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add your custom variables here
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue