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authorraysan5 <[email protected]>2016-04-07 11:48:09 +0200
committerraysan5 <[email protected]>2016-04-07 11:48:09 +0200
commit78b502b0bf1ee796d86837c611150ed5f8d58fd2 (patch)
treef0efc476e32c3141e7a3395f32ac971caa478649 /shaders/gles100
parent3b67a4cfba7d3b5dca805b1d1718fd2c9db64e99 (diff)
downloadraylib-78b502b0bf1ee796d86837c611150ed5f8d58fd2.tar.gz
raylib-78b502b0bf1ee796d86837c611150ed5f8d58fd2.zip
Folders rename for consistency on shaders version
Diffstat (limited to 'shaders/gles100')
-rw-r--r--shaders/gles100/base.vs20
-rw-r--r--shaders/gles100/bloom.fs42
-rw-r--r--shaders/gles100/blur.fs28
-rw-r--r--shaders/gles100/cross_hatching.fs44
-rw-r--r--shaders/gles100/cross_stitching.fs54
-rw-r--r--shaders/gles100/dream_vision.fs34
-rw-r--r--shaders/gles100/fisheye.fs40
-rw-r--r--shaders/gles100/grayscale.fs20
-rw-r--r--shaders/gles100/pixel.fs28
-rw-r--r--shaders/gles100/posterization.fs26
-rw-r--r--shaders/gles100/predator.fs27
-rw-r--r--shaders/gles100/scanlines.fs41
-rw-r--r--shaders/gles100/swirl.fs41
-rw-r--r--shaders/gles100/template.fs19
14 files changed, 0 insertions, 464 deletions
diff --git a/shaders/gles100/base.vs b/shaders/gles100/base.vs
deleted file mode 100644
index 9f339382..00000000
--- a/shaders/gles100/base.vs
+++ /dev/null
@@ -1,20 +0,0 @@
-#version 100
-
-attribute vec3 vertexPosition;
-attribute vec2 vertexTexCoord;
-attribute vec3 vertexNormal;
-
-varying vec2 fragTexCoord;
-
-uniform mat4 mvpMatrix;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- vec3 normal = vertexNormal;
-
- fragTexCoord = vertexTexCoord;
-
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gles100/bloom.fs b/shaders/gles100/bloom.fs
deleted file mode 100644
index 33754c7e..00000000
--- a/shaders/gles100/bloom.fs
+++ /dev/null
@@ -1,42 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- vec4 sum = vec4(0);
- vec4 tc = vec4(0);
-
- for (int i = -4; i < 4; i++)
- {
- for (int j = -3; j < 3; j++)
- {
- sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
- }
- }
-
- if (texture2D(texture0, fragTexCoord).r < 0.3)
- {
- tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
- }
- else
- {
- if (texture2D(texture0, fragTexCoord).r < 0.5)
- {
- tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
- }
- else
- {
- tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
- }
- }
-
- gl_FragColor = tc;
-} \ No newline at end of file
diff --git a/shaders/gles100/blur.fs b/shaders/gles100/blur.fs
deleted file mode 100644
index a1069c6f..00000000
--- a/shaders/gles100/blur.fs
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-const float renderWidth = 1280;
-const float renderHeight = 720;
-
-float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
-float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
-
-void main()
-{
- vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
-
- for (int i = 1; i < 3; i++)
- {
- tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- }
-
- gl_FragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gles100/cross_hatching.fs b/shaders/gles100/cross_hatching.fs
deleted file mode 100644
index cf01b65e..00000000
--- a/shaders/gles100/cross_hatching.fs
+++ /dev/null
@@ -1,44 +0,0 @@
-# version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-float hatchOffsetY = 5.0f;
-float lumThreshold01 = 0.9f;
-float lumThreshold02 = 0.7f;
-float lumThreshold03 = 0.5f;
-float lumThreshold04 = 0.3f;
-
-void main()
-{
- vec3 tc = vec3(1.0, 1.0, 1.0);
- float lum = length(texture2D(texture0, fragTexCoord).rgb);
-
- if (lum < lumThreshold01)
- {
- if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
- }
-
- if (lum < lumThreshold02)
- {
- if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
- }
-
- if (lum < lumThreshold03)
- {
- if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
- }
-
- if (lum < lumThreshold04)
- {
- if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
- }
-
- gl_FragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gles100/cross_stitching.fs b/shaders/gles100/cross_stitching.fs
deleted file mode 100644
index f1afef04..00000000
--- a/shaders/gles100/cross_stitching.fs
+++ /dev/null
@@ -1,54 +0,0 @@
-# version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-const float renderWidth = 1280;
-const float renderHeight = 720;
-
-float stitchingSize = 6.0f;
-
-uniform int invert = 0;
-
-vec4 PostFX(sampler2D tex, vec2 uv)
-{
- vec4 c = vec4(0.0);
- float size = stitchingSize;
- vec2 cPos = uv * vec2(renderWidth, renderHeight);
- vec2 tlPos = floor(cPos / vec2(size, size));
- tlPos *= size;
-
- int remX = int(mod(cPos.x, size));
- int remY = int(mod(cPos.y, size));
-
- if (remX == 0 && remY == 0) tlPos = cPos;
-
- vec2 blPos = tlPos;
- blPos.y += (size - 1.0);
-
- if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
- {
- if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
- else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
- }
- else
- {
- if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
- else c = vec4(0.0, 0.0, 0.0, 1.0);
- }
-
- return c;
-}
-
-void main(void)
-{
- vec3 tc = PostFX(texture0, fragTexCoord).rgb;
-
- gl_FragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gles100/dream_vision.fs b/shaders/gles100/dream_vision.fs
deleted file mode 100644
index bb828970..00000000
--- a/shaders/gles100/dream_vision.fs
+++ /dev/null
@@ -1,34 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- vec4 color = texture2D(texture0, fragTexCoord);
-
- color += texture2D(texture0, fragTexCoord + 0.001);
- color += texture2D(texture0, fragTexCoord + 0.003);
- color += texture2D(texture0, fragTexCoord + 0.005);
- color += texture2D(texture0, fragTexCoord + 0.007);
- color += texture2D(texture0, fragTexCoord + 0.009);
- color += texture2D(texture0, fragTexCoord + 0.011);
-
- color += texture2D(texture0, fragTexCoord - 0.001);
- color += texture2D(texture0, fragTexCoord - 0.003);
- color += texture2D(texture0, fragTexCoord - 0.005);
- color += texture2D(texture0, fragTexCoord - 0.007);
- color += texture2D(texture0, fragTexCoord - 0.009);
- color += texture2D(texture0, fragTexCoord - 0.011);
-
- color.rgb = vec3((color.r + color.g + color.b)/3.0);
- color = color/9.5;
-
- gl_FragColor = color;
-} \ No newline at end of file
diff --git a/shaders/gles100/fisheye.fs b/shaders/gles100/fisheye.fs
deleted file mode 100644
index e7a4485c..00000000
--- a/shaders/gles100/fisheye.fs
+++ /dev/null
@@ -1,40 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-const float PI = 3.1415926535;
-
-void main()
-{
- float aperture = 178.0f;
- float apertureHalf = 0.5 * aperture * (PI / 180.0);
- float maxFactor = sin(apertureHalf);
-
- vec2 uv = vec2(0);
- vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
- float d = length(xy);
-
- if (d < (2.0 - maxFactor))
- {
- d = length(xy * maxFactor);
- float z = sqrt(1.0 - d * d);
- float r = atan(d, z) / PI;
- float phi = atan(xy.y, xy.x);
-
- uv.x = r * cos(phi) + 0.5;
- uv.y = r * sin(phi) + 0.5;
- }
- else
- {
- uv = fragTexCoord.xy;
- }
-
- gl_FragColor = texture2D(texture0, uv);
-} \ No newline at end of file
diff --git a/shaders/gles100/grayscale.fs b/shaders/gles100/grayscale.fs
deleted file mode 100644
index e55545e2..00000000
--- a/shaders/gles100/grayscale.fs
+++ /dev/null
@@ -1,20 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
-
- // Convert to grayscale using NTSC conversion weights
- float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
-
- gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
-} \ No newline at end of file
diff --git a/shaders/gles100/pixel.fs b/shaders/gles100/pixel.fs
deleted file mode 100644
index 552e8900..00000000
--- a/shaders/gles100/pixel.fs
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-const float renderWidth = 1280;
-const float renderHeight = 720;
-
-uniform float pixelWidth = 5.0f;
-uniform float pixelHeight = 5.0f;
-
-void main()
-{
- float dx = pixelWidth*(1.0/renderWidth);
- float dy = pixelHeight*(1.0/renderHeight);
-
- vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
-
- vec3 tc = texture2D(texture0, coord).rgb;
-
- gl_FragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gles100/posterization.fs b/shaders/gles100/posterization.fs
deleted file mode 100644
index 4f4c4b93..00000000
--- a/shaders/gles100/posterization.fs
+++ /dev/null
@@ -1,26 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-float gamma = 0.6;
-float numColors = 8.0;
-
-void main()
-{
- vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
-
- color = pow(color, vec3(gamma, gamma, gamma));
- color = color*numColors;
- color = floor(color);
- color = color/numColors;
- color = pow(color, vec3(1.0/gamma));
-
- gl_FragColor = vec4(color, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gles100/predator.fs b/shaders/gles100/predator.fs
deleted file mode 100644
index 2fbdc7af..00000000
--- a/shaders/gles100/predator.fs
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- vec3 color = texture2D(texture0, fragTexCoord).rgb;
- vec3 colors[3];
- colors[0] = vec3(0.0, 0.0, 1.0);
- colors[1] = vec3(1.0, 1.0, 0.0);
- colors[2] = vec3(1.0, 0.0, 0.0);
-
- float lum = (color.r + color.g + color.b)/3.0;
-
- int ix = (lum < 0.5)? 0:1;
-
- vec3 tc = mix(colors[ix], colors[ix+1], (lum-float(ix)*0.5)/0.5);
-
- gl_FragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gles100/scanlines.fs b/shaders/gles100/scanlines.fs
deleted file mode 100644
index 85de158d..00000000
--- a/shaders/gles100/scanlines.fs
+++ /dev/null
@@ -1,41 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-float offset = 0;
-float frequency = 720/3.0;
-
-uniform float time;
-
-void main (void)
-{
-/*
- // Scanlines method 1
- float tval = 0; //time
- vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
-
- vec4 color = texture2D(texture0, fragTexCoord);
-
- color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
- color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
- color *= vec4(0.8, 1.0, 0.7, 1);
- color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
- color *= 0.97 + 0.03*sin(110.0*tval);
-
- fragColor = color;
-*/
- // Scanlines method 2
- float globalPos = (fragTexCoord.y + offset) * frequency;
- float wavePos = cos((fract(globalPos) - 0.5)*3.14);
-
- vec4 color = texture2D(texture0, fragTexCoord);
-
- gl_FragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
-} \ No newline at end of file
diff --git a/shaders/gles100/swirl.fs b/shaders/gles100/swirl.fs
deleted file mode 100644
index b0d54b23..00000000
--- a/shaders/gles100/swirl.fs
+++ /dev/null
@@ -1,41 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-const float renderWidth = 1280;
-const float renderHeight = 720;
-
-float radius = 250.0;
-float angle = 0.8;
-
-uniform vec2 center = vec2(200, 200);
-
-void main (void)
-{
- vec2 texSize = vec2(renderWidth, renderHeight);
- vec2 tc = fragTexCoord*texSize;
- tc -= center;
- float dist = length(tc);
-
- if (dist < radius)
- {
- float percent = (radius - dist)/radius;
- float theta = percent*percent*angle*8.0;
- float s = sin(theta);
- float c = cos(theta);
-
- tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
- }
-
- tc += center;
- vec3 color = texture2D(texture0, tc/texSize).rgb;
-
- gl_FragColor = vec4(color, 1.0);;
-} \ No newline at end of file
diff --git a/shaders/gles100/template.fs b/shaders/gles100/template.fs
deleted file mode 100644
index 1f4b8ccf..00000000
--- a/shaders/gles100/template.fs
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 100
-
-precision mediump float;
-
-varying vec2 fragTexCoord;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- vec4 texelColor = texture2D(texture0, fragTexCoord);
-
- // NOTE: Implement here your fragment shader code
-
- gl_FragColor = texelColor*fragTintColor;
-} \ No newline at end of file