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authorRay <[email protected]>2019-05-06 09:41:54 +0200
committerRay <[email protected]>2019-05-06 09:41:54 +0200
commit2ddc4bacba8fc6809de924c3d6912d4812226231 (patch)
treea352d0ad95c55f77c3442897920bfa150c4055ef /examples/shaders/resources
parent3e0e91013fa9bd57349de2a95506953d5991ddcc (diff)
downloadraylib-2ddc4bacba8fc6809de924c3d6912d4812226231.tar.gz
raylib-2ddc4bacba8fc6809de924c3d6912d4812226231.zip
Example review
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl100/palette_switch.fs (renamed from examples/shaders/resources/shaders/glsl100/palette-switch.fs)58
-rw-r--r--examples/shaders/resources/shaders/glsl120/palette_switch.fs (renamed from examples/shaders/resources/shaders/glsl120/palette-switch.fs)54
-rw-r--r--examples/shaders/resources/shaders/glsl330/palette_switch.fs (renamed from examples/shaders/resources/shaders/glsl330/palette-switch.fs)60
3 files changed, 86 insertions, 86 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/palette-switch.fs b/examples/shaders/resources/shaders/glsl100/palette_switch.fs
index 65a7bd29..7f09137e 100644
--- a/examples/shaders/resources/shaders/glsl100/palette-switch.fs
+++ b/examples/shaders/resources/shaders/glsl100/palette_switch.fs
@@ -1,29 +1,29 @@
-#version 100
-
-precision mediump float;
-
-const int colors = 8;
-
-// Input vertex attributes (from vertex shader)
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform ivec3 palette[colors];
-
-void main()
-{
- // Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
-
- // Convert the (normalized) texel color RED component (GB would work, too)
- // to the palette index by scaling up from [0, 1] to [0, 255].
- int index = int(texelColor.r * 255.0);
- ivec3 color = palette[index];
-
- // Calculate final fragment color. Note that the palette color components
- // are defined in the range [0, 255] and need to be normalized to [0, 1]
- // for OpenGL to work.
- gl_FragColor = vec4(color / 255.0, texelColor.a);
-}
+#version 100
+
+precision mediump float;
+
+const int colors = 8;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform ivec3 palette[colors];
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
+
+ // Convert the (normalized) texel color RED component (GB would work, too)
+ // to the palette index by scaling up from [0, 1] to [0, 255].
+ int index = int(texelColor.r * 255.0);
+ ivec3 color = palette[index];
+
+ // Calculate final fragment color. Note that the palette color components
+ // are defined in the range [0, 255] and need to be normalized to [0, 1]
+ // for OpenGL to work.
+ gl_FragColor = vec4(color / 255.0, texelColor.a);
+}
diff --git a/examples/shaders/resources/shaders/glsl120/palette-switch.fs b/examples/shaders/resources/shaders/glsl120/palette_switch.fs
index b4384502..ab3f79c7 100644
--- a/examples/shaders/resources/shaders/glsl120/palette-switch.fs
+++ b/examples/shaders/resources/shaders/glsl120/palette_switch.fs
@@ -1,27 +1,27 @@
-#version 120
-
-const int colors = 8;
-
-// Input fragment attributes (from fragment shader)
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform ivec3 palette[colors];
-
-void main()
-{
- // Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
-
- // Convert the (normalized) texel color RED component (GB would work, too)
- // to the palette index by scaling up from [0, 1] to [0, 255].
- int index = int(texelColor.r * 255.0);
- ivec3 color = palette[index];
-
- // Calculate final fragment color. Note that the palette color components
- // are defined in the range [0, 255] and need to be normalized to [0, 1]
- // for OpenGL to work.
- gl_FragColor = vec4(color / 255.0, texelColor.a);
-}
+#version 120
+
+const int colors = 8;
+
+// Input fragment attributes (from fragment shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform ivec3 palette[colors];
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
+
+ // Convert the (normalized) texel color RED component (GB would work, too)
+ // to the palette index by scaling up from [0, 1] to [0, 255].
+ int index = int(texelColor.r * 255.0);
+ ivec3 color = palette[index];
+
+ // Calculate final fragment color. Note that the palette color components
+ // are defined in the range [0, 255] and need to be normalized to [0, 1]
+ // for OpenGL to work.
+ gl_FragColor = vec4(color / 255.0, texelColor.a);
+}
diff --git a/examples/shaders/resources/shaders/glsl330/palette-switch.fs b/examples/shaders/resources/shaders/glsl330/palette_switch.fs
index 61b532ed..7c8a488c 100644
--- a/examples/shaders/resources/shaders/glsl330/palette-switch.fs
+++ b/examples/shaders/resources/shaders/glsl330/palette_switch.fs
@@ -1,30 +1,30 @@
-#version 330
-
-const int colors = 8;
-
-// Input fragment attributes (from fragment shader)
-in vec2 fragTexCoord;
-in vec4 fragColor;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform ivec3 palette[colors];
-
-// Output fragment color
-out vec4 finalColor;
-
-void main()
-{
- // Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
-
- // Convert the (normalized) texel color RED component (GB would work, too)
- // to the palette index by scaling up from [0, 1] to [0, 255].
- int index = int(texelColor.r * 255.0);
- ivec3 color = palette[index];
-
- // Calculate final fragment color. Note that the palette color components
- // are defined in the range [0, 255] and need to be normalized to [0, 1]
- // for OpenGL to work.
- finalColor = vec4(color / 255.0, texelColor.a);
-}
+#version 330
+
+const int colors = 8;
+
+// Input fragment attributes (from fragment shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform ivec3 palette[colors];
+
+// Output fragment color
+out vec4 finalColor;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
+
+ // Convert the (normalized) texel color RED component (GB would work, too)
+ // to the palette index by scaling up from [0, 1] to [0, 255].
+ int index = int(texelColor.r*255.0);
+ ivec3 color = palette[index];
+
+ // Calculate final fragment color. Note that the palette color components
+ // are defined in the range [0, 255] and need to be normalized to [0, 1]
+ // for OpenGL to work.
+ finalColor = vec4(color/255.0, texelColor.a);
+}