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| author | Ray <[email protected]> | 2017-05-15 22:48:04 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-05-15 22:48:04 +0200 |
| commit | aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8 (patch) | |
| tree | 7a280f0f2a422a938aba1e93fcff83340e6504a0 /shaders/glsl330/pixel.fs | |
| parent | 5f09c71f983be066207522818f7be504a1b4592e (diff) | |
| download | raylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.tar.gz raylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.zip | |
Move shaders to examples
Diffstat (limited to 'shaders/glsl330/pixel.fs')
| -rw-r--r-- | shaders/glsl330/pixel.fs | 33 |
1 files changed, 0 insertions, 33 deletions
diff --git a/shaders/glsl330/pixel.fs b/shaders/glsl330/pixel.fs deleted file mode 100644 index cf8aec44..00000000 --- a/shaders/glsl330/pixel.fs +++ /dev/null @@ -1,33 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec4 fragColor; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 colDiffuse; - -// Output fragment color -out vec4 finalColor; - -// 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 = 5.0; -uniform float pixelHeight = 5.0; - -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 = texture(texture0, coord).rgb; - - finalColor = vec4(tc, 1.0); -}
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