Remove old shaders.

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pentarctagon 2019-10-11 18:56:28 -05:00
parent 0cffacb40f
commit 9e550e7ebb
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GPG key ID: 29E48D667D52CCF3
2 changed files with 0 additions and 75 deletions

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#version 130
#define EFFECT_FLIP 1
#define EFFECT_FLOP 2
#define EFFECT_GRAYSCALE 4
in vec4 frag_color_mod;
in vec4 frag_draw_color;
in vec2 frag_texture_pos;
in float frag_submerge;
in vec2 frag_overlay_pos;
flat in int frag_effects;
uniform sampler2D tex;
uniform sampler2D overlay;
void main()
{
vec4 texture_color = texture2D(tex, frag_texture_pos);
vec4 overlay_color = texture2D(overlay, frag_overlay_pos);
if ((frag_effects & EFFECT_GRAYSCALE) != 0) {
float rgb = texture_color.r * 0.299 + texture_color.g * 0.587
+ texture_color.b * 0.114;
texture_color = vec4(rgb, rgb, rgb, texture_color.a);
}
float submerge_alpha = 0;
if (frag_texture_pos.y > 1.0 - frag_submerge) {
submerge_alpha = 0.7 + (frag_texture_pos.y - (1 - frag_submerge))
/ frag_submerge * 0.3;
}
vec4 submerge_mod = vec4(0, 0, 0, submerge_alpha);
vec4 final_base_color = texture_color + frag_draw_color + frag_color_mod - submerge_mod;
gl_FragColor = mix(final_base_color, overlay_color, overlay_color.a);
}

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#version 130
// Make sure to keep this in sync with sdl/shader.hpp and default.frag!
#define EFFECT_FLIP 1
#define EFFECT_FLOP 2
#define EFFECT_GRAYSCALE 4
// Required by SDL_gpu
attribute vec4 vert_draw_color;
attribute vec3 vert_vertex;
attribute vec2 vert_texture_pos;
attribute vec4 vert_color_mod;
attribute float vert_submerge;
attribute int vert_effects;
uniform mat4 model_view_proj;
out vec4 frag_color_mod;
out vec2 frag_texture_pos;
out vec2 frag_overlay_pos;
out float frag_submerge;
out vec4 frag_draw_color;
flat out int frag_effects;
void main()
{
frag_texture_pos = vert_texture_pos;
if ((vert_effects & EFFECT_FLIP) != 0) {
frag_texture_pos.x = 1 - vert_texture_pos.x;
}
if ((vert_effects & EFFECT_FLOP) != 0) {
frag_texture_pos.y = 1 - vert_texture_pos.y;
}
frag_color_mod = vert_color_mod;
frag_draw_color = vert_draw_color;
frag_submerge = vert_submerge;
frag_effects = vert_effects;
gl_Position = model_view_proj * vec4(vert_vertex, 1.0);
frag_overlay_pos = vec4(model_view_proj * vec4(vert_vertex, 1.0)).xy/2 + 0.5;
frag_overlay_pos.y = 1 - frag_overlay_pos.y;
}