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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
texture2D -> texture
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@@ -45,24 +45,24 @@ void main() {
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float dx = v_texCoord[0].z;
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float dx = v_texCoord[0].z;
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float dy = v_texCoord[0].w;
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float dy = v_texCoord[0].w;
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vec3 p1 = texture2D(u_texture, v_texCoord[0].xy).rgb;
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vec3 p1 = texture(u_texture, v_texCoord[0].xy).rgb;
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vec3 p2 = texture2D(u_texture, v_texCoord[0].xy + vec2(dx, dy) * quad).rgb;
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vec3 p2 = texture(u_texture, v_texCoord[0].xy + vec2(dx, dy) * quad).rgb;
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vec3 p3 = texture2D(u_texture, v_texCoord[0].xy + vec2(dx, 0) * quad).rgb;
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vec3 p3 = texture(u_texture, v_texCoord[0].xy + vec2(dx, 0) * quad).rgb;
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vec3 p4 = texture2D(u_texture, v_texCoord[0].xy + vec2(0, dy) * quad).rgb;
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vec3 p4 = texture(u_texture, v_texCoord[0].xy + vec2(0, dy) * quad).rgb;
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// Use mat4 instead of mat4x3 here to support GLES.
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// Use mat4 instead of mat4x3 here to support GLES.
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mat4 pixels = mat4(vec4(p1, 0.0), vec4(p2, 0.0), vec4(p3, 0.0), vec4(p4, 0.0));
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mat4 pixels = mat4(vec4(p1, 0.0), vec4(p2, 0.0), vec4(p3, 0.0), vec4(p4, 0.0));
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vec3 w1 = yuv * texture2D(u_texture, v_texCoord[1].xw).rgb;
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vec3 w1 = yuv * texture(u_texture, v_texCoord[1].xw).rgb;
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vec3 w2 = yuv * texture2D(u_texture, v_texCoord[1].yw).rgb;
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vec3 w2 = yuv * texture(u_texture, v_texCoord[1].yw).rgb;
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vec3 w3 = yuv * texture2D(u_texture, v_texCoord[1].zw).rgb;
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vec3 w3 = yuv * texture(u_texture, v_texCoord[1].zw).rgb;
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vec3 w4 = yuv * texture2D(u_texture, v_texCoord[2].xw).rgb;
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vec3 w4 = yuv * texture(u_texture, v_texCoord[2].xw).rgb;
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vec3 w5 = yuv * p1;
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vec3 w5 = yuv * p1;
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vec3 w6 = yuv * texture2D(u_texture, v_texCoord[2].zw).rgb;
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vec3 w6 = yuv * texture(u_texture, v_texCoord[2].zw).rgb;
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vec3 w7 = yuv * texture2D(u_texture, v_texCoord[3].xw).rgb;
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vec3 w7 = yuv * texture(u_texture, v_texCoord[3].xw).rgb;
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vec3 w8 = yuv * texture2D(u_texture, v_texCoord[3].yw).rgb;
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vec3 w8 = yuv * texture(u_texture, v_texCoord[3].yw).rgb;
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vec3 w9 = yuv * texture2D(u_texture, v_texCoord[3].zw).rgb;
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vec3 w9 = yuv * texture(u_texture, v_texCoord[3].zw).rgb;
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bvec3 pattern[3];
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bvec3 pattern[3];
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pattern[0] = bvec3(diff(w5, w1), diff(w5, w2), diff(w5, w3));
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pattern[0] = bvec3(diff(w5, w1), diff(w5, w2), diff(w5, w3));
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@@ -79,7 +79,7 @@ void main() {
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vec2 step = vec2(1.0) / vec2(256.0, 16.0 * (SCALE * SCALE));
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vec2 step = vec2(1.0) / vec2(256.0, 16.0 * (SCALE * SCALE));
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vec2 offset = step / vec2(2.0);
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vec2 offset = step / vec2(2.0);
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vec4 weights = texture2D(u_lut, index * step + offset);
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vec4 weights = texture(u_lut, index * step + offset);
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float sum = dot(weights, vec4(1));
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float sum = dot(weights, vec4(1));
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vec3 res = (pixels * (weights / sum)).rgb;
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vec3 res = (pixels * (weights / sum)).rgb;
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