From bedd6906eabdd513042d6a178d4dc56a3a41d1d3 Mon Sep 17 00:00:00 2001 From: Fox Caminiti Date: Fri, 16 Dec 2022 20:16:43 -0500 Subject: v3, file/build organization --- effects_gl_shader.cpp | 57 --------------------------------------------------- 1 file changed, 57 deletions(-) delete mode 100644 effects_gl_shader.cpp (limited to 'effects_gl_shader.cpp') diff --git a/effects_gl_shader.cpp b/effects_gl_shader.cpp deleted file mode 100644 index b2e1fc1..0000000 --- a/effects_gl_shader.cpp +++ /dev/null @@ -1,57 +0,0 @@ -const char *GLShader_Levels = "#version 330 core\n" -"out vec4 FragColor;\n" -"in vec2 TexCoord;\n" -"uniform float Start;\n" -"uniform float Mid;\n" -"uniform float End;\n" -"uniform vec4 StartCol;\n" -"uniform vec4 MidCol;\n" -"uniform vec4 EndCol;\n" -"uniform sampler2D Texture;\n" -"void main()\n" -"{\n" -"vec4 OutCol = texture(Texture, TexCoord);\n" -// individual channels -"vec4 ColorI = pow(OutCol, MidCol);\n" -"vec4 ValI = 1.0f / (EndCol - StartCol) * (ColorI - StartCol);\n" -// global channel (doesn't affect alpha) -"vec4 ColorG = pow(ValI, vec4(Mid));\n" -"vec4 ValG = 1.0f / (End - Start) * (ColorG - Start);\n" -"ValG = vec4(ValG.rgb, ValI.a);\n" -"FragColor = clamp(ValG, 0.0f, 1.0f);\n" -"}\0"; - -const char *GLShader_SolidColor = "#version 330 core\n" -"out vec4 FragColor;\n" -"in vec2 TexCoord;\n" -"uniform vec4 Color;\n" -"uniform sampler2D Texture;\n" -"void main()\n" -"{\n" -"vec4 OutCol = texture(Texture, TexCoord);\n" -"FragColor = Color*OutCol;\n" -"}\0"; - -const char *GLShader_GaussianBlur = "#version 330 core\n" -"uniform float Radius;\n" -"uniform vec2 Direction;\n" -"uniform sampler2D Texture;\n" -"out vec4 FragColor;\n" -"in vec2 TexCoord;\n" -"\n" -"vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n" -" vec4 color = vec4(0.0f);\n" -" float Omega = Radius / 3;\n" -" float Divisor = 2*Omega*Omega;\n" -" float A2 = 1.0f / (Omega * sqrt(2*3.141592));\n" -" for (float Span = -round(Radius); Span < round(Radius); Span++) {\n" -" float Dividend = -Span * Span;\n" -" float Multiplier = A2 * exp(Dividend/Divisor);\n" -" vec2 Dir = Span*direction;\n" -" color += texture(image, uv + (Dir / resolution)) * Multiplier;\n" -" }\n" -" return color;\n" -"}\n" -"void main(void) {\n" -" FragColor = blur(Texture, TexCoord, vec2(1280, 720), Direction);\n" -"}\0"; -- cgit v1.2.3