diff options
Diffstat (limited to '')
-rw-r--r-- | src/extras/shaders/Makefile | 3 | ||||
-rw-r--r-- | src/extras/shaders/im2d_UV2_gl.inc | 23 | ||||
-rw-r--r-- | src/extras/shaders/screenDroplet_fs_gl.inc | 20 |
3 files changed, 45 insertions, 1 deletions
diff --git a/src/extras/shaders/Makefile b/src/extras/shaders/Makefile index 09a60420..5089e16a 100644 --- a/src/extras/shaders/Makefile +++ b/src/extras/shaders/Makefile @@ -2,7 +2,8 @@ all: im2d_gl.inc simple_fs_gl.inc default_UV2_gl.inc \ colourfilterVC_fs_gl.inc contrast_fs_gl.inc \ neoRim_gl.inc neoRimSkin_gl.inc \ neoWorldVC_fs_gl.inc neoGloss_vs_gl.inc neoGloss_fs_gl.inc \ - neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc + neoVehicle_vs_gl.inc neoVehicle_fs_gl.inc \ + im2d_UV2_gl.inc screenDroplet_fs_gl.inc im2d_gl.inc: im2d.vert (echo 'const char *im2d_vert_src =';\ diff --git a/src/extras/shaders/im2d_UV2_gl.inc b/src/extras/shaders/im2d_UV2_gl.inc new file mode 100644 index 00000000..3feb2bc1 --- /dev/null +++ b/src/extras/shaders/im2d_UV2_gl.inc @@ -0,0 +1,23 @@ +const char *im2d_UV2_vert_src = +"uniform vec4 u_xform;\n" + +"VSIN(ATTRIB_POS) vec4 in_pos;\n" + +"VSOUT vec4 v_color;\n" +"VSOUT vec2 v_tex0;\n" +"VSOUT vec2 v_tex1;\n" +"VSOUT float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" gl_Position = in_pos;\n" +" gl_Position.w = 1.0;\n" +" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n" +" v_fog = DoFog(gl_Position.z);\n" +" gl_Position.xyz *= gl_Position.w;\n" +" v_color = in_color;\n" +" v_tex0 = in_tex0;\n" +" v_tex1 = in_tex1;\n" +"}\n" +; diff --git a/src/extras/shaders/screenDroplet_fs_gl.inc b/src/extras/shaders/screenDroplet_fs_gl.inc new file mode 100644 index 00000000..dd393b02 --- /dev/null +++ b/src/extras/shaders/screenDroplet_fs_gl.inc @@ -0,0 +1,20 @@ +const char *screenDroplet_frag_src = +"uniform sampler2D tex0;\n" +"uniform sampler2D tex1;\n" + +"FSIN vec4 v_color;\n" +"FSIN vec2 v_tex0;\n" +"FSIN vec2 v_tex1;\n" +"FSIN float v_fog;\n" + +"void\n" +"main(void)\n" +"{\n" +" vec4 color;\n" +" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" +" color *= texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n" + +" FRAGCOLOR(color);\n" +"}\n" + +; |