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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/predator.fs | |
| parent | 5f09c71f983be066207522818f7be504a1b4592e (diff) | |
| download | raylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.tar.gz raylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.zip | |
Move shaders to examples
Diffstat (limited to 'shaders/glsl330/predator.fs')
| -rw-r--r-- | shaders/glsl330/predator.fs | 32 |
1 files changed, 0 insertions, 32 deletions
diff --git a/shaders/glsl330/predator.fs b/shaders/glsl330/predator.fs deleted file mode 100644 index 6a55c762..00000000 --- a/shaders/glsl330/predator.fs +++ /dev/null @@ -1,32 +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 - -void main() -{ - // Texel color fetching from texture sampler - vec3 texelColor = texture(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 = (texelColor.r + texelColor.g + texelColor.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); - - finalColor = vec4(tc, 1.0); -}
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