diff --git a/src/shaders/actors.frag b/src/shaders/actors.frag index ddecc8d7f..fd02ccd99 100644 --- a/src/shaders/actors.frag +++ b/src/shaders/actors.frag @@ -7,7 +7,7 @@ in vec4 v_color; in vec2 v_texCoords; uniform sampler2D u_texture; -int bayer[36] = int[]( +const int bayer[36] = int[]( 192,78,21,120,163,14, 234,142,184,248,56,106, 64,7,92,35,149,206, @@ -15,10 +15,10 @@ int bayer[36] = int[]( 241,49,113,0,135,177, 42,156,213,71,227,99 ); -float bayerSize = 6.0; -float bayerDivider = 256; +const float bayerSize = 6.0; +const float bayerDivider = 256; -vec2 boolean = vec2(0.0, 1.0); +const vec2 boolean = vec2(0.0, 1.0); out vec4 fragColor; void main() { diff --git a/src/shaders/aonly.frag b/src/shaders/aonly.frag index e97460f1d..d42e55ffb 100644 --- a/src/shaders/aonly.frag +++ b/src/shaders/aonly.frag @@ -4,7 +4,7 @@ in vec4 v_color; in vec2 v_texCoords; uniform sampler2D u_texture; -vec2 boolean = vec2(0.0, 1.0); +const vec2 boolean = vec2(0.0, 1.0); out vec4 fragColor; void main(void) { diff --git a/src/shaders/blendGlow.frag b/src/shaders/blendGlow.frag index 538ea1069..1dc605568 100644 --- a/src/shaders/blendGlow.frag +++ b/src/shaders/blendGlow.frag @@ -11,7 +11,7 @@ uniform sampler2D u_texture; // world texture, has alpha value that is meaningfu uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0 out vec4 fragColor; -vec2 boolean = vec2(0.0, 1.0); +const vec2 boolean = vec2(0.0, 1.0); void main(void) { vec4 colorTex0 = texture(u_texture, v_texCoords); // lightmap (RGB) pre-mixed diff --git a/src/shaders/blendSkyboxStars.frag b/src/shaders/blendSkyboxStars.frag index c2d99f7f1..30f0ea226 100644 --- a/src/shaders/blendSkyboxStars.frag +++ b/src/shaders/blendSkyboxStars.frag @@ -11,7 +11,7 @@ uniform sampler2D u_texture; // world texture, has alpha value that is meaningfu uniform sampler2D tex1; // glow texture, SHOULD contain alpha of all 1.0 out vec4 fragColor; -vec2 boolean = vec2(0.0, 1.0); +const vec2 boolean = vec2(0.0, 1.0); uniform vec2 drawOffset; // value of the 'gradY' uniform vec2 drawOffsetSize; // value of the 'gradH' diff --git a/src/shaders/boxdown.frag b/src/shaders/boxdown.frag index 8c0d06e5d..701e4d528 100644 --- a/src/shaders/boxdown.frag +++ b/src/shaders/boxdown.frag @@ -12,10 +12,10 @@ uniform sampler2D u_texture; // that, or simply 0.5, depending on how your uv coord works uniform vec2 halfpixel = vec2(0.0, 0.0); -vec2 doublex = vec2(2.0, 0.0); -vec2 doubley = vec2(0.0, 2.0); -vec2 twister = vec2(1.0, -1.0); -vec2 boolean = vec2(1.0, 0.0); +const vec2 doublex = vec2(2.0, 0.0); +const vec2 doubley = vec2(0.0, 2.0); +const vec2 twister = vec2(1.0, -1.0); +const vec2 boolean = vec2(1.0, 0.0); out vec4 fragColor; diff --git a/src/shaders/boxup.frag b/src/shaders/boxup.frag index 2ca3f931c..29725d7c5 100644 --- a/src/shaders/boxup.frag +++ b/src/shaders/boxup.frag @@ -11,10 +11,10 @@ uniform sampler2D u_texture; // that, or simply 0.5, depending on how your uv coord works uniform vec2 halfpixel = vec2(0.0, 0.0); -vec2 doublex = vec2(2.0, 0.0); -vec2 doubley = vec2(0.0, 2.0); -vec2 twister = vec2(1.0, -1.0); -vec2 boolean = vec2(1.0, 0.0); +const vec2 doublex = vec2(2.0, 0.0); +const vec2 doubley = vec2(0.0, 2.0); +const vec2 twister = vec2(1.0, -1.0); +const vec2 boolean = vec2(1.0, 0.0); out vec4 fragColor; diff --git a/src/shaders/demultiply.frag b/src/shaders/demultiply.frag index eebc1e038..9de2587ec 100644 --- a/src/shaders/demultiply.frag +++ b/src/shaders/demultiply.frag @@ -7,7 +7,7 @@ in vec4 v_color; in vec2 v_texCoords; uniform sampler2D u_texture; -vec2 boolean = vec2(0.0, 1.0); +const vec2 boolean = vec2(0.0, 1.0); out vec4 fragColor; void main() { diff --git a/src/shaders/float_to_disp_dither_static.frag b/src/shaders/float_to_disp_dither_static.frag index 66e5c8fd6..431adb9ab 100644 --- a/src/shaders/float_to_disp_dither_static.frag +++ b/src/shaders/float_to_disp_dither_static.frag @@ -21,14 +21,14 @@ uniform float zoomInv = 1.0; out vec4 fragColor; -float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0 -vec4 quantiser = vec4(quant); -vec4 quantiserDivider = vec4(1.0 / quant); +const float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0 +const vec4 quantiser = vec4(quant); +const vec4 quantiserDivider = vec4(1.0 / quant); -vec2 boolean = vec2(0.0, 1.0); -vec4 halfvec = vec4(0.5); +const vec2 boolean = vec2(0.0, 1.0); +const vec4 halfvec = vec4(0.5); -vec2 patternsize = vec2(1.0/512.0, 1.0/512.0); +const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0); vec4 nearestColour(vec4 inColor) { return floor(quantiser * inColor + halfvec) * quantiserDivider; diff --git a/src/shaders/ghastlywhite.frag b/src/shaders/ghastlywhite.frag index ffd5dd327..3221ed288 100644 --- a/src/shaders/ghastlywhite.frag +++ b/src/shaders/ghastlywhite.frag @@ -3,8 +3,8 @@ 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); +const vec2 boolean = vec2(0.0, 1.0); +const vec4 desaturate = vec4(0.2126, 0.7152, 0.0722, 0.0); out vec4 fragColor; void main(void) { diff --git a/src/shaders/hicolour.frag b/src/shaders/hicolour.frag index 8c143267e..1bfdb82f9 100644 --- a/src/shaders/hicolour.frag +++ b/src/shaders/hicolour.frag @@ -17,13 +17,13 @@ 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); -float bayerSize = 4.0; +//const 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); +//const float bayerSize = 14.0; +const int bayer[4 * 4] = int[](0,8,2,10,12,4,14,6,3,11,1,9,15,7,13,5); +const float bayerSize = 4.0; -float bayerDivider = bayerSize * bayerSize; +const float bayerDivider = bayerSize * bayerSize; vec4 gammaIn(vec4 col) { diff --git a/src/shaders/kawasedown.frag b/src/shaders/kawasedown.frag index 2f730c943..d93490cfa 100644 --- a/src/shaders/kawasedown.frag +++ b/src/shaders/kawasedown.frag @@ -13,7 +13,7 @@ uniform sampler2D u_texture; uniform vec2 halfpixel = vec2(0.0, 0.0); out vec4 fragColor; -vec2 twister = vec2(1.0, -1.0); +const vec2 twister = vec2(1.0, -1.0); void main() { vec4 sum = texture(u_texture, v_texCoords) * 4.0; diff --git a/src/shaders/kawaseup.frag b/src/shaders/kawaseup.frag index 0494a4b43..dbfe34b42 100644 --- a/src/shaders/kawaseup.frag +++ b/src/shaders/kawaseup.frag @@ -13,9 +13,9 @@ uniform sampler2D u_texture; 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); -vec2 twister = vec2(1.0, -1.0); +const vec2 doublex = vec2(2.0, 0.0); +const vec2 doubley = vec2(0.0, 2.0); +const vec2 twister = vec2(1.0, -1.0); void main() { vec4 sum = texture(u_texture, v_texCoords - halfpixel * doublex); diff --git a/src/shaders/postproc_dither.frag b/src/shaders/postproc_dither.frag index 2364ab621..804ae6477 100644 --- a/src/shaders/postproc_dither.frag +++ b/src/shaders/postproc_dither.frag @@ -23,7 +23,7 @@ in vec2 v_texCoords; uniform sampler2D u_texture; uniform sampler2D u_pattern; uniform ivec2 rnd = ivec2(0,0); -uniform mat4 swizzler = mat4( +const mat4 swizzler = mat4( 1.0,0.0,0.0,0.0, 0.0,1.0,0.0,0.0, 0.0,0.0,1.0,0.0, @@ -33,19 +33,19 @@ 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); +const vec2 boolean = vec2(0.0, 1.0); +const vec4 matrixNormaliser = vec4(0.5 / 256.0); -vec2 patternsize = vec2(1.0/512.0, 1.0/512.0); +const vec2 patternsize = vec2(1.0/512.0, 1.0/512.0); -mat4 rgb_to_ycocg = mat4( +const mat4 rgb_to_ycocg = mat4( 0.25, 1.0, -0.5, 0.0, 0.5, 0.0, 1.0, 0.0, 0.25, -1.0, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0 ); -mat4 ycocg_to_rgb = mat4( +const mat4 ycocg_to_rgb = mat4( 1.0, 1.0, 1.0, 0.0, 0.5, 0.0, -0.5, 0.0, -0.5, 0.5, -0.5, 0.0, diff --git a/src/shaders/postproc_nodither.frag b/src/shaders/postproc_nodither.frag index 65069ff42..8810e48e9 100644 --- a/src/shaders/postproc_nodither.frag +++ b/src/shaders/postproc_nodither.frag @@ -26,16 +26,16 @@ uniform ivec2 rnd = ivec2(0,0); uniform float quant = 255.0; // 64 steps -> 63.0; 256 steps -> 255.0 -vec2 boolean = vec2(0.0, 1.0); +const vec2 boolean = vec2(0.0, 1.0); -mat4 rgb_to_ycocg = mat4( +const mat4 rgb_to_ycocg = mat4( 0.25, 1.0, -0.5, 0.0, 0.5, 0.0, 1.0, 0.0, 0.25, -1.0, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0 ); -mat4 ycocg_to_rgb = mat4( +const mat4 ycocg_to_rgb = mat4( 1.0, 1.0, 1.0, 0.0, 0.5, 0.0, -0.5, 0.0, -0.5, 0.5, -0.5, 0.0, diff --git a/src/shaders/rgbonly.frag b/src/shaders/rgbonly.frag index 5b7ad2f01..db9af19bd 100644 --- a/src/shaders/rgbonly.frag +++ b/src/shaders/rgbonly.frag @@ -3,7 +3,7 @@ in vec4 v_color; in vec2 v_texCoords; uniform sampler2D u_texture; -vec2 boolean = vec2(0.0, 1.0); +const vec2 boolean = vec2(0.0, 1.0); out vec4 fragColor; diff --git a/src/shaders/tiling_dither.frag b/src/shaders/tiling_dither.frag index 672d25e70..167387434 100644 --- a/src/shaders/tiling_dither.frag +++ b/src/shaders/tiling_dither.frag @@ -42,14 +42,14 @@ 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[]( +const int bayer[16] = int[]( 0,8,2,10, 12,4,14,6, 3,11,1,9, 15,7,13,5 ); -float bayerSize = 4.0; -float bayerDivider = 16; +const float bayerSize = 4.0; +const float bayerDivider = 16; ivec2 getTileXY(int tileNumber) { return ivec2(tileNumber % int(tilesInAtlas.x), tileNumber / int(tilesInAtlas.x)); diff --git a/src/shaders/ycocg_grading.frag b/src/shaders/ycocg_grading.frag index a610d7bac..5259d6d2c 100644 --- a/src/shaders/ycocg_grading.frag +++ b/src/shaders/ycocg_grading.frag @@ -10,21 +10,21 @@ uniform sampler2D u_texture; out vec4 fragColor; -mat4 rgb_to_ycocg = mat4( +const mat4 rgb_to_ycocg = mat4( 0.25, 1.0, -0.5, 0.0, 0.5, 0.0, 1.0, 0.0, 0.25, -1.0, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0 ); -mat4 ycocg_to_rgb = mat4( +const mat4 ycocg_to_rgb = mat4( 1.0, 1.0, 1.0, 0.0, 0.5, 0.0, -0.5, 0.0, -0.5, 0.5, -0.5, 0.0, 0.0, 0.0, 0.0, 1.0 ); -vec2 boolean = vec2(0.0, 1.0); +const vec2 boolean = vec2(0.0, 1.0); void main() { vec4 incolour = texture(u_texture, v_texCoords);