mirror of
https://github.com/Vita3K/Vita3K-Android.git
synced 2024-12-15 01:09:15 +00:00
[shaders] Move shaders to another repo (submodule) (#260)
This commit is contained in:
parent
233b01d178
commit
8b50c0b967
3
.gitmodules
vendored
3
.gitmodules
vendored
@ -37,3 +37,6 @@
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[submodule "src/external/googletest"]
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path = src/external/googletest
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url = https://github.com/google/googletest.git
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[submodule "src/emulator/shaders-db"]
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path = src/emulator/shaders-db
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url = https://github.com/Vita3K/shaders-db.git
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@ -85,7 +85,7 @@ if(APPLE)
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add_custom_command(
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TARGET emulator
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POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/shaders" "$<TARGET_FILE_DIR:emulator>/../Resources/shaders"
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/shaders-db/shaders" "$<TARGET_FILE_DIR:emulator>/../Resources/shaders"
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${PROJECT_SOURCE_DIR}/src/external/sdl/macos/SDL2.framework" "$<TARGET_FILE_DIR:emulator>/../Frameworks/SDL2.framework")
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set_target_properties(emulator PROPERTIES LINK_FLAGS "-rpath @executable_path/../Frameworks/")
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target_sources(emulator PRIVATE Vita3K.icns)
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@ -94,13 +94,13 @@ elseif(LINUX)
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add_custom_command(
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TARGET emulator
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POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/shaders" "$<TARGET_FILE_DIR:emulator>/shaders")
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/shaders-db/shaders" "$<TARGET_FILE_DIR:emulator>/shaders")
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elseif(WIN32)
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target_sources(emulator PRIVATE resource.h Vita3K.ico Vita3K.rc)
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add_custom_command(
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TARGET emulator
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POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/shaders" "$<TARGET_FILE_DIR:emulator>/shaders"
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COMMAND ${CMAKE_COMMAND} -E copy_directory "${CMAKE_CURRENT_SOURCE_DIR}/shaders-db/shaders" "$<TARGET_FILE_DIR:emulator>/shaders"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different "${PROJECT_SOURCE_DIR}/src/external/sdl/windows/lib/x64/SDL2.dll" "$<TARGET_FILE_DIR:emulator>"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different "${PROJECT_SOURCE_DIR}/src/external/unicorn/windows/unicorn.dll" "$<TARGET_FILE_DIR:emulator>"
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COMMAND ${CMAKE_COMMAND} -E copy_if_different "${PROJECT_SOURCE_DIR}/src/external/unicorn/windows/libgcc_s_seh-1.dll" "$<TARGET_FILE_DIR:emulator>"
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1
src/emulator/shaders-db
Submodule
1
src/emulator/shaders-db
Submodule
@ -0,0 +1 @@
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Subproject commit a389b4b3cff57abb7ed0233d4b1aa959560b73b7
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@ -1,15 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/modulate_rgba_fog_f.cg
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#version 410
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uniform sampler2D tex;
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in vec4 vColor;
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in vec2 vTexcoord;
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in float vFog;
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out vec4 fragColor;
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void main()
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{
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vec4 c = texture(tex, vTexcoord) * vColor;
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c.rgb = c.rgb *vFog;
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fragColor = c;
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}
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@ -1,18 +0,0 @@
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// Vertex shader.
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#version 410
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in vec4 inputaPosition;
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in vec4 inputaColour;
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in vec2 inputaTexCoord;
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uniform mat4 gm_Matrices[5];
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out vec4 vColor;
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out vec2 vTexCoord;
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void main()
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{
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gl_Position = gm_Matrices[4] * inputaPosition;
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vColor = inputaColour;
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vTexCoord = inputaTexCoord;
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}
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@ -1,11 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/rgba_alpha_f.cg
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#version 410
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in vec4 vColor;
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out vec4 fragColor;
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void main()
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{
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if (vColor.a > 0.666) fragColor = vColor;
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else discard;
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}
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@ -1,11 +0,0 @@
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// Fragment shader.
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#version 410
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in vec4 vColor;
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out vec4 fragColor;
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void main()
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{
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fragColor = vColor;
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}
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@ -1,12 +0,0 @@
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// Vertex shader.
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#version 410
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in vec4 aPosition;
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uniform vec4 color;
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out vec4 vColor;
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void main()
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{
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gl_Position = aPosition;
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vColor = color;
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}
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@ -1,14 +0,0 @@
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// Fragment shader.
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#version 410
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uniform sampler2D gm_BaseTexture;
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in vec4 vColor;
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in vec2 vTexCoord;
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out vec4 fragColor;
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void main() {
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vec4 c = vColor * texture(gm_BaseTexture, vTexCoord);
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fragColor = c;
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}
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@ -1,10 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/rgba_f.cg
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#version 410
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in vec4 vColor;
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out vec4 fragColor;
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void main()
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{
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fragColor = vColor;
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}
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@ -1,13 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/replace_alpha_f.cg
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#version 410
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uniform sampler2D tex;
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in vec2 vTexcoord;
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out vec4 fragColor;
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void main()
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{
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vec4 c = texture(tex, vTexcoord);
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if (c.a > 0.666) fragColor = c;
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else discard;
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}
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@ -1,13 +0,0 @@
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// Fragment shader.
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#version 410
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uniform vec4 uTintColor;
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uniform sampler2D tex;
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in vec2 vTexcoord;
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out vec4 fragColor;
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void main() {
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fragColor = texture(tex, vTexcoord) * uTintColor;
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}
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@ -1,15 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/texture2d_v.cg
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#version 410
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uniform mat4 wvp;
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in vec3 position;
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in vec2 texcoord;
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out vec2 vTexcoord;
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void main()
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{
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gl_Position = vec4(position, 1) * wvp;
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vTexcoord = texcoord;
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}
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@ -1,19 +0,0 @@
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// Vertex shader.
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#version 410
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in vec4 inputaPosition;
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in vec4 inputaColour;
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in vec2 inputaTexCoord;
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uniform mat4 gm_Matrices[5];
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out vec4 vColor;
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out vec2 vTexCoord;
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void main()
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{
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gl_Position = gm_Matrices[4] * inputaPosition;
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vColor = inputaColour;
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vTexCoord = inputaTexCoord;
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}
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// Vertex shader.
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#version 410
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in vec2 aPosition;
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void main() {
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gl_Position = vec4(aPosition, 1, 1);
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}
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@ -1,20 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/texture2d_fog_v.cg
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#version 410
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uniform mat4 wvp;
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in vec3 position;
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in vec2 texcoord;
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out vec4 vColor;
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out float vFog;
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out vec2 vTexcoord;
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void main()
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{
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gl_Position = vec4(position, 1) * wvp;
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float dist = distance(gl_Position,vec4(0.0,0.0,0.0,1.0));
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vFog = ((512.0 - dist) / (512.0));
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vTexcoord = texcoord;
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}
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@ -1,16 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/modulate_rgba_alpha_fog_f.cg
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#version 410
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uniform sampler2D tex;
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in vec4 vColor;
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in vec2 vTexcoord;
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in float vFog;
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out vec4 fragColor;
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void main()
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{
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vec4 c = texture(tex, vTexcoord) * vColor;
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c.rgb = c.rgb * vFog;
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if (c.a > 0.666) fragColor = c;
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else discard;
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}
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@ -1,15 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/modulate_fog_f.cg
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#version 410
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uniform sampler2D tex;
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uniform vec4 vColor;
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in vec2 vTexcoord;
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in float vFog;
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out vec4 fragColor;
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void main()
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{
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vec4 c = texture(tex, vTexcoord) * vColor;
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c.rgb = c.rgb * vFog;
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fragColor = c;
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}
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@ -1,12 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/modulate_f.cg
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#version 410
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uniform sampler2D tex;
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uniform vec4 vColor;
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in vec2 vTexcoord;
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out vec4 fragColor;
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void main()
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{
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fragColor = texture(tex, vTexcoord) * vColor;
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}
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@ -1,17 +0,0 @@
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// Fragment shader.
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#version 410
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uniform float textureEnable;
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uniform sampler2D tex;
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in vec2 vTexcoord;
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in vec4 vColor;
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out vec4 fragColor;
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void main() {
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if (textureEnable > 0.5f) {
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fragColor = vColor * texture(tex, vTexcoord);
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} else {
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fragColor = vColor;
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}
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}
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@ -1,11 +0,0 @@
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// Fragment shader.
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#version 410
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in vec4 vColor;
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out vec4 fragColor;
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void main()
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{
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fragColor = vColor;
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}
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@ -1,36 +0,0 @@
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// Vertex shader.
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#version 410
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in vec2 aPosition;
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in vec2 aTexcoord;
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in vec4 aColor;
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in float aAngle;
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in vec2 aTranslation;
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uniform mat4 pm;
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uniform float trsEnable;
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out vec4 vColor;
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out vec2 vTexcoord;
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void main() {
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if (trsEnable > 0.5f){
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mat3 rotate_mat = mat3
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(cos(aAngle), sin(aAngle), 0.0f,
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-sin(aAngle), cos(aAngle), 0.0f,
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0.0f, 0.0f, 1.0f);
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mat4 translate_mat = mat4
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(1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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aTranslation.x, aTranslation.y, 0.0f, 1.0f);
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vec3 xformed = vec3(aPosition, 0.0f) * rotate_mat;
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gl_Position = (pm * translate_mat) * vec4(xformed, 1.0f);
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}else{
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gl_Position = pm * vec4(aPosition, 0.0f, 1.0f);
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}
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vColor = aColor;
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vTexcoord = aTexcoord;
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}
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/modulate_rgba_alpha_f.cg
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#version 410
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uniform sampler2D tex;
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in vec4 vColor;
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in vec2 vTexcoord;
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out vec4 fragColor;
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void main()
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{
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vec4 c = texture(tex, vTexcoord) * vColor;
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if (c.a > 0.666) fragColor = c;
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else discard;
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}
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@ -1,10 +0,0 @@
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// Fragment shader.
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#version 410
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in vec4 vColor;
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out vec4 fragColor;
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void main() {
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fragColor = vColor;
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}
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@ -1,12 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/modulate_rgba_f.cg
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#version 410
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uniform sampler2D tex;
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in vec4 vColor;
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in vec2 vTexcoord;
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out vec4 fragColor;
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void main()
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{
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fragColor = texture(tex, vTexcoord) * vColor;
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}
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@ -1,10 +0,0 @@
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// Fragment shader.
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#version 410
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uniform vec4 uClearColor;
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out vec4 fragColor;
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void main() {
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fragColor = uClearColor;
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}
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// https://github.com/xerpi/libvita2d/blob/master/libvita2d/shader/color_f.cg
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#version 410
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in vec4 vColor;
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out vec4 fragColor;
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void main()
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{
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fragColor = vColor;
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}
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@ -1,14 +0,0 @@
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// https://github.com/xerpi/libvita2d/blob/master/libvita2d/shader/color_v.cg
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#version 410
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uniform mat4 wvp;
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in vec3 aPosition;
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in vec4 aColor;
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out vec4 vColor;
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void main()
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{
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gl_Position = wvp * vec4(aPosition, 1);
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vColor = aColor;
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}
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@ -1,13 +0,0 @@
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// Vertex shader.
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#version 410
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in vec4 aPosition;
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uniform vec4 color;
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out vec4 vColor;
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void main()
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{
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gl_Position = aPosition;
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vColor = color;
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}
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@ -1,18 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/texture2d_rgba_v.cg
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#version 410
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uniform mat4 wvp;
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in vec3 position;
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in vec2 texcoord;
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in vex4 color;
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out vec4 vColor;
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out vec2 vTexcoord;
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void main()
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{
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gl_Position = vec4(position, 1) * wvp;
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vTexcoord = texcoord;
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vColor = color;
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}
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@ -1,9 +0,0 @@
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// https://github.com/xerpi/libvita2d/blob/master/libvita2d/shader/clear_v.cg
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#version 410
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in vec2 aPosition;
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void main()
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{
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gl_Position = vec4(aPosition, 1, 1);
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}
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@ -1,16 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/modulate_alpha_fog_f.cg
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#version 410
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uniform sampler2D tex;
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uniform vec4 vColor;
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in vec2 vTexcoord;
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in float vFog;
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out vec4 fragColor;
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void main()
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{
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vec4 c = texture(tex, vTexcoord) * vColor;
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c.rgb = c.rgb * vFog;
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if (c.a > 0.666) fragColor = c;
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else discard;
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}
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@ -1,22 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/texture2d_rgba_fog_v.cg
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#version 410
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uniform mat4 wvp;
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in vec3 position;
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in vec2 texcoord;
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in vex4 color;
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out vec4 vColor;
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out float vFog;
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out vec2 vTexcoord;
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void main()
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{
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gl_Position = vec4(position, 1) * wvp;
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float dist = distance(gl_Position,vec4(0.0,0.0,0.0,1.0));
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vFog = ((512.0 - dist) / (512.0));
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vTexcoord = texcoord;
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vColor = color;
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}
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@ -1,14 +0,0 @@
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// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/modulate_alpha_f.cg
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#version 410
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uniform sampler2D tex;
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uniform vec4 vColor;
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in vec2 vTexcoord;
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out vec4 fragColor;
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void main()
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{
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vec4 c = texture(tex, vTexcoord) * vColor;
|
||||
if (c.a > 0.666) fragColor = c;
|
||||
else discard;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
// Vertex shader.
|
||||
#version 410
|
||||
|
||||
in vec4 input_in_Position;
|
||||
in vec2 input_in_TextureCoord;
|
||||
|
||||
out vec2 vTexcoord;
|
||||
uniform mat4 _gm_Matrices[5];
|
||||
|
||||
void main() {
|
||||
vec4 _object_space_pos = vec4(input_in_Position.x, input_in_Position.y, input_in_Position.z, 1.0);
|
||||
gl_Position = _gm_Matrices[4] * _object_space_pos;
|
||||
vTexcoord = input_in_TextureCoord;
|
||||
}
|
@ -1,15 +0,0 @@
|
||||
// Fragment shader.
|
||||
#version 410
|
||||
|
||||
uniform sampler2D gm_BaseTexture;
|
||||
|
||||
in vec4 vColor;
|
||||
in vec2 vTexCoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 c = vColor * texture(gm_BaseTexture, vTexCoord);
|
||||
fragColor = c;
|
||||
}
|
@ -1,10 +0,0 @@
|
||||
// https://github.com/xerpi/libvita2d/blob/master/libvita2d/shader/clear_f.cg
|
||||
#version 410
|
||||
|
||||
uniform vec4 uClearColor;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = uClearColor;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
// Fragment shader.
|
||||
#version 410
|
||||
|
||||
uniform mat4 _u_colourArray;
|
||||
uniform sampler2D _gm_BaseTexture;
|
||||
|
||||
in vec2 vTexcoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
vec4 c = _u_colourArray * texture(_gm_BaseTexture, vTexcoord);
|
||||
fragColor = c;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/rgba_v.cg
|
||||
#version 410
|
||||
|
||||
uniform mat4 wvp;
|
||||
in vec3 aPosition;
|
||||
in vec4 aColor;
|
||||
|
||||
out vec4 vColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPosition, 1) * wvp;
|
||||
vColor = aColor;
|
||||
}
|
@ -1,10 +0,0 @@
|
||||
// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/vertex_f.cg
|
||||
#version 410
|
||||
|
||||
uniform vec4 color;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = color;
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
// https://github.com/xerpi/libvita2d/blob/master/libvita2d/shader/texture_tint_f.cg
|
||||
#version 410
|
||||
|
||||
uniform sampler2D tex;
|
||||
uniform vec4 uTintColor;
|
||||
in vec2 vTexcoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = texture(tex, vTexcoord) * uTintColor;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
// https://github.com/xerpi/libvita2d/blob/master/libvita2d/shader/texture_v.cg
|
||||
#version 410
|
||||
|
||||
uniform mat4 wvp;
|
||||
in vec3 aPosition;
|
||||
in vec2 aTexcoord;
|
||||
|
||||
out vec2 vTexcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = wvp * vec4(aPosition, 1);
|
||||
vTexcoord = aTexcoord;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/replace_alpha_fog_f.cg
|
||||
#version 410
|
||||
|
||||
uniform sampler2D tex;
|
||||
in vec2 vTexcoord;
|
||||
in float vFog;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 c = texture(tex, vTexcoord);
|
||||
c.rgb = c.rgb * vFog;
|
||||
if (c.a > 0.666) fragColor = c;
|
||||
else discard;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
// Vertex shader.
|
||||
#version 410
|
||||
|
||||
in vec3 aPosition;
|
||||
in vec4 aColor;
|
||||
|
||||
uniform mat4 wvp;
|
||||
|
||||
out vec4 vColor;
|
||||
|
||||
void main() {
|
||||
gl_Position = wvp * vec4(aPosition, 1);
|
||||
vColor = aColor;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/replace_fog_f.cg
|
||||
#version 410
|
||||
|
||||
uniform sampler2D tex;
|
||||
in vec2 vTexcoord;
|
||||
in float vFog;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 c = texture(tex, vTexcoord);
|
||||
c.rgb = c.rgb * vFog;
|
||||
fragColor = c;
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/replace_f.cg
|
||||
#version 410
|
||||
|
||||
uniform sampler2D tex;
|
||||
in vec2 vTexcoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = texture(tex, vTexcoord);
|
||||
}
|
@ -1,10 +0,0 @@
|
||||
// https://github.com/Rinnegatamante/vitaQuake/blob/master/shaders/vertex_v.cg
|
||||
#version 410
|
||||
|
||||
uniform mat4 wvp;
|
||||
in vec3 aPosition;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPosition, 1) * wvp;
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
// Vertex shader.
|
||||
#version 410
|
||||
|
||||
in vec3 aPosition;
|
||||
in vec2 aTexcoord;
|
||||
|
||||
uniform mat4 wvp;
|
||||
|
||||
out vec2 vTexcoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = wvp * vec4(aPosition, 1);
|
||||
vTexcoord = aTexcoord;
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
// Fragment shader.
|
||||
#version 410
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec2 vTexcoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
gl_FragColor = texture(tex, vTexcoord);
|
||||
}
|
@ -1,11 +0,0 @@
|
||||
// https://github.com/xerpi/libvita2d/blob/master/libvita2d/shader/texture_f.cg
|
||||
#version 410
|
||||
|
||||
uniform sampler2D tex;
|
||||
in vec2 vTexcoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragColor = texture(tex, vTexcoord);
|
||||
}
|
Loading…
Reference in New Issue
Block a user