Remove old shaders.
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2 changed files with 0 additions and 75 deletions
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#version 130
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#define EFFECT_FLIP 1
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#define EFFECT_FLOP 2
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#define EFFECT_GRAYSCALE 4
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in vec4 frag_color_mod;
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in vec4 frag_draw_color;
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in vec2 frag_texture_pos;
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in float frag_submerge;
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in vec2 frag_overlay_pos;
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flat in int frag_effects;
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uniform sampler2D tex;
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uniform sampler2D overlay;
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void main()
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{
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vec4 texture_color = texture2D(tex, frag_texture_pos);
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vec4 overlay_color = texture2D(overlay, frag_overlay_pos);
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if ((frag_effects & EFFECT_GRAYSCALE) != 0) {
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float rgb = texture_color.r * 0.299 + texture_color.g * 0.587
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+ texture_color.b * 0.114;
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texture_color = vec4(rgb, rgb, rgb, texture_color.a);
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}
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float submerge_alpha = 0;
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if (frag_texture_pos.y > 1.0 - frag_submerge) {
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submerge_alpha = 0.7 + (frag_texture_pos.y - (1 - frag_submerge))
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/ frag_submerge * 0.3;
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}
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vec4 submerge_mod = vec4(0, 0, 0, submerge_alpha);
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vec4 final_base_color = texture_color + frag_draw_color + frag_color_mod - submerge_mod;
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gl_FragColor = mix(final_base_color, overlay_color, overlay_color.a);
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}
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@ -1,41 +0,0 @@
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#version 130
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// Make sure to keep this in sync with sdl/shader.hpp and default.frag!
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#define EFFECT_FLIP 1
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#define EFFECT_FLOP 2
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#define EFFECT_GRAYSCALE 4
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// Required by SDL_gpu
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attribute vec4 vert_draw_color;
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attribute vec3 vert_vertex;
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attribute vec2 vert_texture_pos;
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attribute vec4 vert_color_mod;
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attribute float vert_submerge;
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attribute int vert_effects;
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uniform mat4 model_view_proj;
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out vec4 frag_color_mod;
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out vec2 frag_texture_pos;
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out vec2 frag_overlay_pos;
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out float frag_submerge;
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out vec4 frag_draw_color;
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flat out int frag_effects;
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void main()
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{
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frag_texture_pos = vert_texture_pos;
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if ((vert_effects & EFFECT_FLIP) != 0) {
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frag_texture_pos.x = 1 - vert_texture_pos.x;
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}
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if ((vert_effects & EFFECT_FLOP) != 0) {
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frag_texture_pos.y = 1 - vert_texture_pos.y;
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}
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frag_color_mod = vert_color_mod;
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frag_draw_color = vert_draw_color;
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frag_submerge = vert_submerge;
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frag_effects = vert_effects;
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gl_Position = model_view_proj * vec4(vert_vertex, 1.0);
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frag_overlay_pos = vec4(model_view_proj * vec4(vert_vertex, 1.0)).xy/2 + 0.5;
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frag_overlay_pos.y = 1 - frag_overlay_pos.y;
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}
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