This commit is contained in:
Ray 2025-02-25 17:50:54 +01:00
commit e4993c5557
77 changed files with 77 additions and 77 deletions

View file

@ -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
uniform vec2 leftLensCenter; uniform vec2 leftLensCenter;
uniform vec2 rightLensCenter; uniform vec2 rightLensCenter;
uniform vec2 leftScreenCenter; uniform vec2 leftScreenCenter;

View file

@ -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 leftLensCenter = vec2(0.288, 0.5); uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5); uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5); uniform vec2 leftScreenCenter = vec2(0.25, 0.5);

View file

@ -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

View file

@ -17,7 +17,7 @@ out vec3 fragPosition;
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()
{ {

View file

@ -5,7 +5,7 @@ precision mediump float;
// Input uniform values // Input uniform values
uniform vec4 color; uniform vec4 color;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

View file

@ -7,7 +7,7 @@ attribute vec3 vertexPosition;
uniform mat4 mvp; uniform mat4 mvp;
uniform float currentTime; uniform float currentTime;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

View file

@ -6,7 +6,7 @@ uniform vec4 color;
// 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()
{ {

View file

@ -7,7 +7,7 @@ in vec3 vertexPosition;
uniform mat4 mvp; uniform mat4 mvp;
uniform float currentTime; uniform float currentTime;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

View file

@ -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
void main() void main()
{ {

View file

@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
varying vec4 fragColor; varying vec4 fragColor;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

View file

@ -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 vec2 size = vec2(800, 450); // render size const vec2 size = vec2(800, 450); // render 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

View file

@ -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
// 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;

View file

@ -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
float hatchOffsetY = 5.0; float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9; float lumThreshold01 = 0.9;

View file

@ -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
// 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;

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; // Depth texture uniform sampler2D texture0; // Depth texture
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

View file

@ -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
void main() void main()
{ {

View file

@ -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 PI = 3.1415926535; const float PI = 3.1415926535;

View file

@ -12,7 +12,7 @@ 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

View file

@ -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
void main() void main()
{ {

View file

@ -12,7 +12,7 @@ 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

View file

@ -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)

View file

@ -18,7 +18,7 @@ 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()
{ {

View file

@ -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()
{ {

View file

@ -12,7 +12,7 @@ uniform sampler2D mask;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
uniform int frame; uniform int frame;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

View file

@ -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
// 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;

View file

@ -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
float gamma = 0.6; float gamma = 0.6;
float numColors = 8.0; float numColors = 8.0;

View file

@ -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
void main() void main()
{ {

View file

@ -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
float offset = 0.0; float offset = 0.0;
float frequency = 450.0/3.0; float frequency = 450.0/3.0;

View file

@ -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
vec2 resolution = vec2(800.0, 450.0); vec2 resolution = vec2(800.0, 450.0);
void main() void main()

View file

@ -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
// NOTE: Render size values should be passed from code // NOTE: Render size values should be passed from code
const float renderWidth = 800.0; const float renderWidth = 800.0;

View file

@ -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
uniform vec2 tiling; uniform vec2 tiling;
void main() void main()

View file

@ -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
uniform vec2 resolution = vec2(800, 450); uniform vec2 resolution = vec2(800, 450);
void main() void main()

View file

@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
varying vec4 fragColor; varying vec4 fragColor;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

View file

@ -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
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

View file

@ -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;

View file

@ -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 hatchOffsetY = 5.0; float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9; float lumThreshold01 = 0.9;

View file

@ -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;

View file

@ -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()
{ {

View file

@ -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
const float PI = 3.1415926535; const float PI = 3.1415926535;

View file

@ -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

View file

@ -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()
{ {

View file

@ -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

View file

@ -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)

View file

@ -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()
{ {

View file

@ -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;

View file

@ -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;

View file

@ -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()
{ {

View file

@ -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;

View file

@ -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()
{ {

View file

@ -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()

View file

@ -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;

View file

@ -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()
{ {

View file

@ -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()
{ {

View file

@ -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

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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()
{ {

View file

@ -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()
{ {

View file

@ -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;

View file

@ -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

View file

@ -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()
{ {

View file

@ -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()
{ {

View file

@ -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

View file

@ -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()
{ {

View file

@ -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()
{ {

View file

@ -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()
{ {

View file

@ -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;

View file

@ -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;

View file

@ -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()
{ {

View file

@ -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;

View file

@ -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()
{ {

View file

@ -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()

View file

@ -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

View file

@ -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;

View file

@ -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()

View file

@ -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()
{ {