shader updates

This commit is contained in:
minjaesong
2023-02-28 17:18:22 +09:00
parent 8d7a62f796
commit 315b984d3b
34 changed files with 212 additions and 143 deletions

View File

@@ -9,7 +9,7 @@ import com.badlogic.gdx.graphics.g2d.TextureRegion
*
* Created by minjaesong on 2021-12-13.
*/
class FlippingSpriteBatch(size: Int = 1000) : SpriteBatch(size, if (App.isAppleM) MacosGL32Shaders.createSpriteBatchShader() else null) {
class FlippingSpriteBatch(size: Int = 1000) : SpriteBatch(size, MacosGL32Shaders.createSpriteBatchShader()) {
/**
* This function draws the flipped version of the image by giving flipped uv-coord to the SpriteBatch

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@@ -1,14 +1,15 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // lightmap texture
uniform vec2 tex1Offset;
out vec4 fragColor;
void main() {
vec4 colorTex0 = texture2D(u_texture, v_texCoords); // world texture
@@ -16,5 +17,5 @@ void main() {
colorTex1 = vec4(colorTex1.www, 1.0);
gl_FragColor = colorTex0 * colorTex1;
fragColor = colorTex0 * colorTex1;
}

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@@ -1,10 +1,10 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
int bayer[36] = int[](
@@ -19,6 +19,7 @@ float bayerSize = 6.0;
float bayerDivider = 256;
vec2 boolean = vec2(0.0, 1.0);
out vec4 fragColor;
void main() {
vec4 inColor = v_color * (texture2D(u_texture, v_texCoords));
@@ -29,6 +30,6 @@ void main() {
vec4 selvec = vec4(0.0, 0.0, 0.0, (alpha > bayerThreshold) ? 1.0 : 0.0);
gl_FragColor = inColor * boolean.yyyx + selvec;
gl_FragColor = inColor;
fragColor = inColor * boolean.yyyx + selvec;
fragColor = inColor;
}

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@@ -1,9 +1,12 @@
varying vec4 v_color;
varying vec2 v_texCoords;
#version 150
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
vec2 boolean = vec2(0.0, 1.0);
out vec4 fragColor;
void main(void) {
gl_FragColor = texture2D(u_texture, v_texCoords).aaaa * boolean.yyyx + boolean.xxxy;
fragColor = texture2D(u_texture, v_texCoords).aaaa * boolean.yyyx + boolean.xxxy;
}

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@@ -1,18 +1,19 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0
out vec4 fragColor;
void main(void) {
vec4 colorTex0 = texture2D(u_texture, v_texCoords); // lightmap (RGB) pre-mixed
vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (A) pre-mixed
gl_FragColor = vec4(max(colorTex0.rgb, colorTex1.rgb), colorTex0.a);
fragColor = vec4(max(colorTex0.rgb, colorTex1.rgb), colorTex0.a);
}

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@@ -1,11 +1,13 @@
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
#version 150
in vec4 a_position;
in vec4 a_color;
in vec2 a_texCoord0;
uniform mat4 u_projTrans; // camera.combined
varying vec4 v_color;
varying vec2 v_texCoords;
out vec4 v_color;
out vec2 v_texCoords;
void main() {
v_color = a_color;

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@@ -1,17 +1,18 @@
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 iResolution;
uniform float flip;
uniform vec2 direction;
out vec4 fragColor;
vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
@@ -31,5 +32,5 @@ void main() {
uv.y = 1.0 - uv.y;
}
gl_FragColor = blur(u_texture, uv, iResolution.xy, direction);
fragColor = blur(u_texture, uv, iResolution.xy, direction);
}

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@@ -1,11 +1,13 @@
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
#version 150
in vec4 a_position;
in vec4 a_color;
in vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
out vec4 v_color;
out vec2 v_texCoords;
void main() {
v_color = a_color;

View File

@@ -1,16 +1,18 @@
#version 150
#ifdef GL_ES
precision highp float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 iResolution;
uniform float flip;
uniform vec2 direction;
out vec4 fragColor;
vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {
vec4 color = vec4(0.0);
@@ -33,5 +35,5 @@ void main() {
uv.y = 1.0 - uv.y;
}
gl_FragColor = blur(u_texture, uv, iResolution.xy, direction);
fragColor = blur(u_texture, uv, iResolution.xy, direction);
}

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@@ -1,10 +1,11 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
// recommended value: n / vec2(fbo_width, fbo_height) where n is something like {0.5, 1, 2, 4, ... }

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@@ -1,10 +1,10 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
// recommended value: n / vec2(fbo_width, fbo_height) where n is something like {0.5, 1, 2, 4, ... }
@@ -16,6 +16,8 @@ vec2 doubley = vec2(0.0, 2.0);
vec2 twister = vec2(1.0, -1.0);
vec2 boolean = vec2(1.0, 0.0);
out vec4 fragColor;
void main() {
vec4 sum = texture2D(u_texture, v_texCoords) +
texture2D(u_texture, v_texCoords + halfpixel) +
@@ -27,5 +29,5 @@ void main() {
texture2D(u_texture, v_texCoords + halfpixel * boolean.yx) +
texture2D(u_texture, v_texCoords - halfpixel * boolean.yx) ;
gl_FragColor = sum / 9.0;
fragColor = sum / 9.0;
}

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@@ -1,11 +1,11 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec2 resolution;
@@ -17,6 +17,7 @@ vec3 scanline_darkening = vec3(0.66, 0.66, 0.66);
uniform float alternative_scanline = 0.0; // 1.0: true
uniform float blur_blend = 0.5;
out vec4 fragColor;
void main(void) {
vec4 color = texture2D(u_texture, v_texCoords).rgba;
@@ -40,6 +41,6 @@ void main(void) {
out_color = out_color * scanline_darkening;
}
gl_FragColor = vec4(out_color, 1);
//gl_FragColor = texture2D(u_texture, v_texCoords);
fragColor = vec4(out_color, 1);
//fragColor = texture2D(u_texture, v_texCoords);
}

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@@ -1,14 +1,17 @@
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
#version 150
in vec4 a_position;
in vec4 a_color;
in vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
out vec4 v_color;
out vec2 v_texCoords;
void main() {
v_color = a_color;
v_color.a = v_color.a * (255.0/254.0);
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}

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@@ -1,17 +1,18 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
vec2 boolean = vec2(0.0, 1.0);
out vec4 fragColor;
void main() {
vec4 inColor = v_color * (texture2D(u_texture, v_texCoords));
vec4 divided = inColor / pow(inColor.aaaa, vec4(2.0));
gl_FragColor = divided * boolean.yyyx + inColor * boolean.xxxy;
fragColor = divided * boolean.yyyx + inColor * boolean.xxxy;
}

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@@ -1,16 +1,17 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
out vec4 fragColor;
void main(void) {
vec4 inColor = texture2D(u_texture, v_texCoords);
ivec4 bytes = ivec4(255.0 * inColor);
ivec4 mask = ivec4(0x55);
gl_FragColor = (bytes ^ mask) / 255.0;
fragColor = (bytes ^ mask) / 255.0;
}

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@@ -1,11 +1,12 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform sampler2D u_pattern;
@@ -18,6 +19,7 @@ uniform float parallax_size = 1.0/3.0; // 0: no parallax
// inverted zoom; this value must set to (1f/zoom)
uniform float zoomInv = 1.0;
out vec4 fragColor;
float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
vec4 quantiser = vec4(quant);
@@ -50,7 +52,7 @@ void main(void) {
vec4 inColor = v_color * mix(newBottom, newTop, scale);
vec4 selvec = getDitherredDot(inColor);
gl_FragColor = selvec;
fragColor = selvec;
}
/*

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@@ -1,13 +1,15 @@
varying vec4 v_color;
varying vec2 v_texCoords;
#version 150
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
vec2 boolean = vec2(0.0, 1.0);
vec4 desaturate = vec4(0.2126, 0.7152, 0.0722, 0.0);
out vec4 fragColor;
void main(void) {
vec4 incolour = texture2D(u_texture, v_texCoords);
float lum = dot(incolour * desaturate, boolean.yyyx) * 0.5 + 0.5;
gl_FragColor = v_color * (vec4(lum) * boolean.yyyx + incolour * boolean.xxxy);
fragColor = v_color * (vec4(lum) * boolean.yyyx + incolour * boolean.xxxy);
}

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@@ -3,7 +3,9 @@
in vec4 a_position;
in vec4 a_color;
in vec2 a_texCoord0;
uniform mat4 u_projTrans;
out vec4 v_color;
out vec2 v_texCoords;
@@ -11,5 +13,5 @@ void main() {
v_color = a_color;
v_color.a = v_color.a * (255.0/254.0);
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}
gl_Position = u_projTrans * a_position;
}

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@@ -1,13 +1,13 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
// "steps" of R, G and B. Must be integer && equal or greater than 2
uniform float rcount = 8.0;
@@ -15,6 +15,8 @@ uniform float gcount = 8.0;
uniform float bcount = 8.0;
uniform float acount = 1.0;
out vec4 fragColor;
//int bayer[14 * 14] = int[](131,187,8,78,50,18,134,89,155,102,29,95,184,73,22,86,113,171,142,105,34,166,9,60,151,128,40,110,168,137,45,28,64,188,82,54,124,189,80,13,156,56,7,61,186,121,154,6,108,177,24,100,38,176,93,123,83,148,96,17,88,133,44,145,69,161,139,72,30,181,115,27,163,47,178,65,164,14,120,48,5,127,153,52,190,58,126,81,116,21,106,77,173,92,191,63,99,12,76,144,4,185,37,149,192,39,135,23,117,31,170,132,35,172,103,66,129,79,3,97,57,159,70,141,53,94,114,20,49,158,19,146,169,122,183,11,104,180,2,165,152,87,182,118,91,42,67,25,84,147,43,85,125,68,16,136,71,10,193,112,160,138,51,111,162,26,194,46,174,107,41,143,33,74,1,101,195,15,75,140,109,90,32,62,157,98,167,119,179,59,36,130,175,55,0,150);
//float bayerSize = 14.0;
int bayer[4 * 4] = int[](0,8,2,10,12,4,14,6,3,11,1,9,15,7,13,5);
@@ -57,5 +59,5 @@ void main(void) {
vec4 outColor = nearestColour(inColor + spread * (bayer[int(entry.y) * int(bayerSize) + int(entry.x)] / bayerDivider - 0.5));
gl_FragColor = outColor;
fragColor = outColor;
}

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@@ -1,15 +1,17 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
// recommended value: n / vec2(fbo_width, fbo_height) where n is something like {0.5, 1, 2, 4, ... }
// that, or simply 0.5, depending on how your uv coord works
uniform vec2 halfpixel = vec2(0.0, 0.0);
out vec4 fragColor;
vec2 twister = vec2(1.0, -1.0);
@@ -19,7 +21,7 @@ void main() {
sum += texture2D(u_texture, v_texCoords + halfpixel);
sum += texture2D(u_texture, v_texCoords - halfpixel * twister);
sum += texture2D(u_texture, v_texCoords + halfpixel * twister);
gl_FragColor = sum / 8.0;
fragColor = sum / 8.0;
// gl_FragColor = texture2D(u_texture, v_texCoords);
}

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@@ -1,15 +1,17 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
// recommended value: n / vec2(fbo_width, fbo_height) where n is something like {0.5, 1, 2, 4, ... }
// that, or simply 0.5, depending on how your uv coord works
uniform vec2 halfpixel = vec2(0.0, 0.0);
out vec4 fragColor;
vec2 doublex = vec2(2.0, 0.0);
vec2 doubley = vec2(0.0, 2.0);
@@ -24,7 +26,7 @@ void main() {
sum += texture2D(u_texture, v_texCoords + halfpixel * twister) * 2.0;
sum += texture2D(u_texture, v_texCoords - halfpixel * doubley);
sum += texture2D(u_texture, v_texCoords - halfpixel) * 2.0;
gl_FragColor = sum / 12.0;
fragColor = sum / 12.0;
// gl_FragColor = texture2D(u_texture, v_texCoords);
// fragColor = texture2D(u_texture, v_texCoords);
}

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@@ -1,11 +1,11 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
in vec4 v_color;
in vec2 v_texCoords;
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
uniform float rcount = 64.0;
@@ -17,6 +17,8 @@ uniform vec2 circleCentrePoint;
uniform vec2 colorCentrePoint;
uniform float circleSize;
out vec4 fragColor;
void main() {
vec2 screenCoord = gl_FragCoord.xy;
@@ -27,13 +29,13 @@ void main() {
if (distToCircleCentre <= circleSizeSqr) {
gl_FragColor = vec4(0.993, 0.993, 0.993, 1.0);
fragColor = vec4(0.993, 0.993, 0.993, 1.0);
}
else if (distToCircleCentre <= circleSizeSqr + 200) { // dunno why it's 200; 2000 makes 10px feather
gl_FragColor = vec4(0.993, 0.993, 0.993, 1 - (distToCircleCentre - circleSizeSqr) / 200);
fragColor = vec4(0.993, 0.993, 0.993, 1 - (distToCircleCentre - circleSizeSqr) / 200);
}
else {
gl_FragColor = vec4(0,0,0,1);
fragColor = vec4(0,0,0,1);
}
}

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@@ -1,14 +1,16 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
out vec4 fragColor;
void main(void) {
gl_FragColor = vec4(texture2D(u_texture, v_texCoords).rgb, 1.0);
fragColor = vec4(texture2D(u_texture, v_texCoords).rgb, 1.0);
}

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@@ -3,7 +3,7 @@
* http://momentsingraphics.de/BlueNoise.html
*/
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
@@ -17,8 +17,9 @@ vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
varying vec4 v_color; // unused!
varying vec2 v_texCoords;
in vec4 v_color; // unused!
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform sampler2D u_pattern;
uniform ivec2 rnd = ivec2(0,0);
@@ -30,6 +31,8 @@ uniform mat4 swizzler = mat4(
);
uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0
out vec4 fragColor;
vec2 boolean = vec2(0.0, 1.0);
vec4 matrixNormaliser = vec4(0.5 / 256.0);
@@ -78,8 +81,8 @@ void main(void) {
vec4 selvec = getDitherredDot(graded);
vec4 outcol = selvec * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
gl_FragColor = outcol;
fragColor = outcol;
// ivec4 bytes = ivec4(255.0 * outcol);
// ivec4 mask = ivec4(0x55);
// gl_FragColor = (bytes ^ mask) / 255.0;
// fragColor = (bytes ^ mask) / 255.0;
}

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@@ -3,7 +3,7 @@
* http://momentsingraphics.de/BlueNoise.html
*/
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
@@ -17,8 +17,9 @@ vec4 gammaOut(vec4 col) {
return pow(col, vec4(1.0 / 2.2));
}
varying vec4 v_color; // unused!
varying vec2 v_texCoords;
in vec4 v_color; // unused!
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform sampler2D u_pattern;
uniform ivec2 rnd = ivec2(0,0);
@@ -44,6 +45,8 @@ mat4 ycocg_to_rgb = mat4(
uniform vec4 vibrancy = vec4(1.0);//vec4(1.0, 1.4, 1.2, 1.0);
out vec4 fragColor;
void main(void) {
// convert input RGB into YCoCg
vec4 incolour = texture2D(u_texture, v_texCoords);
@@ -57,5 +60,5 @@ void main(void) {
// Dither the output
vec4 graded = ycocg_to_rgb * newColour;
gl_FragColor = graded * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
fragColor = graded * boolean.yyyx + boolean.xxxy; // use quantised RGB but not the A
}

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@@ -1,16 +1,20 @@
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform mat4 u_projTrans;
void main() {
vec3 color = texture2D(u_texture, v_texCoords).rgb;
float gray = (3.0 * color.r + 4.0 * color.g + color.b) / 8.0;
vec3 grayscale = vec3(gray);
out vec4 fragColor;
gl_FragColor = vec4(grayscale, 1.0);
void main() {
vec3 color = texture2D(u_texture, v_texCoords).rgb;
float gray = (3.0 * color.r + 4.0 * color.g + color.b) / 8.0;
vec3 grayscale = vec3(gray);
fragColor = vec4(grayscale, 1.0);
}

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@@ -1,14 +1,17 @@
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
#version 150
in vec4 a_position;
in vec4 a_color;
in vec2 a_texCoord0;
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
out vec4 v_color;
out vec2 v_texCoords;
void main() {
v_color = a_color;
v_color.a = v_color.a * (255.0/254.0);
v_texCoords = a_texCoord0;
gl_Position = u_projTrans * a_position;
}

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@@ -1,9 +1,12 @@
varying vec4 v_color;
varying vec2 v_texCoords;
#version 150
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
out vec4 fragColor;
void main(void) {
vec4 color = texture2D(u_texture, vec2(v_texCoords.x, 1.0 - v_texCoords.y));
vec4 alphamul = vec4(1.0, 1.0, 1.0, 0.5 * (1.0 - v_texCoords.y));
gl_FragColor = color * alphamul;
fragColor = color * alphamul;
}

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@@ -1,9 +1,12 @@
varying vec4 v_color;
varying vec2 v_texCoords;
#version 150
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
vec2 boolean = vec2(0.0, 1.0);
out vec4 fragColor;
void main(void) {
gl_FragColor = texture2D(u_texture, v_texCoords).rgba * boolean.yyyx + boolean.xxxy;
fragColor = texture2D(u_texture, v_texCoords).rgba * boolean.yyyx + boolean.xxxy;
}

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@@ -1,21 +1,24 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture; // world texture, has alpha value that is meaningful
uniform sampler2D tex1; // lightmap texture
uniform vec2 tex1Offset;
uniform vec2 tex1Resolution;
out vec4 fragColor;
void main() {
vec4 colorTex0 = texture2D(u_texture, v_texCoords + vec2(0.5, 0.5)); // world texture
vec4 colorTex1 = texture2D(tex1, v_texCoords); // lightmap (RGBA)
colorTex1 = vec4(colorTex1.xyz, 1.0);
gl_FragColor = colorTex0 * colorTex1;
fragColor = colorTex0 * colorTex1;
}

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@@ -1,20 +1,20 @@
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
uniform vec3 topColor;
uniform vec3 bottomColor;
uniform float parallax = 0.0; // +1.0: all top col, -1.0: all bototm col, 0.0: normal grad
uniform float parallax_size = 1.0/3.0; // 0: no parallax
out vec4 fragColor;
void main(void) {
float scale = v_texCoords.y * (1.0 - parallax_size) + (parallax_size / 2.0) + (parallax * parallax_size / 2.0);
@@ -23,7 +23,7 @@ void main(void) {
float inG = mix(bottomColor.g, topColor.g, scale);
float inB = mix(bottomColor.b, topColor.b, scale);
gl_FragColor = vec4(inR, inG, inB, 1.0);
fragColor = vec4(inR, inG, inB, 1.0);
}
/*
UV mapping coord.y

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@@ -2,7 +2,7 @@
*/
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
@@ -10,8 +10,9 @@ precision mediump float;
//layout(origin_upper_left) in vec4 gl_FragCoord; // commented; requires #version 150 or later
// gl_FragCoord is origin to bottom-left
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
@@ -41,6 +42,8 @@ uniform float mulBlendIntensity = 1.0; // used my MUL-blending drawings; works a
const vec2 bc = vec2(1.0, 0.0); //binary constant
out vec4 fragColor;
ivec2 getTileXY(int tileNumber) {
return ivec2(tileNumber % int(tilesInAtlas.x), tileNumber / int(tilesInAtlas.x));
}
@@ -106,6 +109,6 @@ void main() {
vec4 finalColor =mix(finalTile, finalBreakage, finalBreakage.a) * bc.xxxy + (finalTile * bc.yyyx);
gl_FragColor = mix(colourFilter, colourFilter * finalColor, mulBlendIntensity);
fragColor = mix(colourFilter, colourFilter * finalColor, mulBlendIntensity);
}

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@@ -2,13 +2,14 @@
*/
#version 130
#version 150
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
in vec4 v_color;
in vec2 v_texCoords;
uniform sampler2D u_texture;
@@ -38,6 +39,8 @@ uniform float mulBlendIntensity = 1.0; // used my MUL-blending drawings; works a
const vec2 bc = vec2(1.0, 0.0); //binary constant
out vec4 fragColor;
// man the traditional bayer crosshatch pattern looks really good on tiles...
int bayer[16] = int[](
0,8,2,10,
@@ -118,5 +121,5 @@ void main() {
vec2 entry = mod(gl_FragCoord.xy, vec2(bayerSize, bayerSize));
float bayerThreshold = float(bayer[int(entry.y) * int(bayerSize) + int(entry.x)]) / bayerDivider;
gl_FragColor = undithered * bc.xxxy + vec4((undithered.a > bayerThreshold) ? 1.0 : 0.0) * bc.yyyx;
fragColor = undithered * bc.xxxy + vec4((undithered.a > bayerThreshold) ? 1.0 : 0.0) * bc.yyyx;
}

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@@ -1,12 +1,15 @@
#version 150
#ifdef GL_ES
precision mediump float;
#endif
in vec4 v_color;
in vec2 v_texCoords;
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
out vec4 fragColor;
mat4 rgb_to_ycocg = mat4(
0.25, 1.0, -0.5, 0.0,
0.5, 0.0, 1.0, 0.0,
@@ -29,5 +32,5 @@ void main() {
vec4 scalar = vec4(1.0, 2.0, 2.0, 1.0);
gl_FragColor = ycocg_to_rgb * (yog * scalar);
fragColor = ycocg_to_rgb * (yog * scalar);
}