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authorRay <[email protected]>2017-05-15 22:48:04 +0200
committerRay <[email protected]>2017-05-15 22:48:04 +0200
commitaba25e9ba379cdf2e68b65f55dd08ab4e0d713d8 (patch)
tree7a280f0f2a422a938aba1e93fcff83340e6504a0 /shaders/glsl100/pixel.fs
parent5f09c71f983be066207522818f7be504a1b4592e (diff)
downloadraylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.tar.gz
raylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.zip
Move shaders to examples
Diffstat (limited to 'shaders/glsl100/pixel.fs')
-rw-r--r--shaders/glsl100/pixel.fs32
1 files changed, 0 insertions, 32 deletions
diff --git a/shaders/glsl100/pixel.fs b/shaders/glsl100/pixel.fs
deleted file mode 100644
index 41ba3ed6..00000000
--- a/shaders/glsl100/pixel.fs
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 100
-
-precision mediump float;
-
-// Input vertex attributes (from vertex shader)
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 colDiffuse;
-
-// NOTE: Add here your custom variables
-
-// NOTE: Render size values must be passed from code
-const float renderWidth = 800;
-const float renderHeight = 450;
-
-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