From a92b3a18c1118b7ab5c41b3cd87f8918b2fbff48 Mon Sep 17 00:00:00 2001 From: Gustl22 Date: Fri, 27 Apr 2018 10:58:38 +0200 Subject: [PATCH] format shaders --- vtm/resources/assets/shaders/base_shader.glsl | 2 ++ vtm/resources/assets/shaders/line_aa.glsl | 2 ++ vtm/resources/assets/shaders/linetex_layer_tex.glsl | 6 +++--- vtm/resources/assets/shaders/polygon_layer_tex.glsl | 1 + vtm/resources/assets/shaders/post_bypass.glsl | 1 - vtm/resources/assets/shaders/post_ssao.glsl | 8 ++++---- 6 files changed, 12 insertions(+), 8 deletions(-) diff --git a/vtm/resources/assets/shaders/base_shader.glsl b/vtm/resources/assets/shaders/base_shader.glsl index 8087e78a..b7b0149f 100644 --- a/vtm/resources/assets/shaders/base_shader.glsl +++ b/vtm/resources/assets/shaders/base_shader.glsl @@ -6,7 +6,9 @@ attribute vec4 a_pos; void main() { gl_Position = u_mvp * a_pos; } + $$ + #ifdef GLES precision highp float; #endif diff --git a/vtm/resources/assets/shaders/line_aa.glsl b/vtm/resources/assets/shaders/line_aa.glsl index 620fa394..8e8619b1 100644 --- a/vtm/resources/assets/shaders/line_aa.glsl +++ b/vtm/resources/assets/shaders/line_aa.glsl @@ -22,7 +22,9 @@ main(){ // last two bits hold the texture coordinates. v_st = abs(mod(dir, 4.0)) - 1.0; } + $$ + #ifdef GLES precision highp float; #endif diff --git a/vtm/resources/assets/shaders/linetex_layer_tex.glsl b/vtm/resources/assets/shaders/linetex_layer_tex.glsl index 0ca64261..8e9f85fe 100644 --- a/vtm/resources/assets/shaders/linetex_layer_tex.glsl +++ b/vtm/resources/assets/shaders/linetex_layer_tex.glsl @@ -48,9 +48,9 @@ main(){ if (u_mode == 2.0) { // dashed texture step = 1.0; } - vec4 c=texture2D(tex,vec2(abs(mod(v_st.s+1.0,step)),(v_st.t+1.0)*0.5)); - float fuzz=fwidth(c.a); - gl_FragColor=(c * u_color) * smoothstep(0.5-fuzz,0.5+fuzz,c.a); + vec4 c = texture2D(tex, vec2(abs(mod(v_st.s + 1.0, step)), (v_st.t + 1.0) * 0.5)); + float fuzz = fwidth(c.a); + gl_FragColor = (c * u_color) * smoothstep(0.5 - fuzz, 0.5 + fuzz, c.a); } else { /* distance on perpendicular to the line */ diff --git a/vtm/resources/assets/shaders/polygon_layer_tex.glsl b/vtm/resources/assets/shaders/polygon_layer_tex.glsl index 53751f7b..bcb289bf 100644 --- a/vtm/resources/assets/shaders/polygon_layer_tex.glsl +++ b/vtm/resources/assets/shaders/polygon_layer_tex.glsl @@ -12,6 +12,7 @@ main(){ v_st2 = clamp(a_pos.xy, 0.0, 1.0) * (4.0 / u_scale.y); gl_Position = u_mvp * a_pos; } + $$ #ifdef GLES diff --git a/vtm/resources/assets/shaders/post_bypass.glsl b/vtm/resources/assets/shaders/post_bypass.glsl index 65162fb7..adcff74d 100644 --- a/vtm/resources/assets/shaders/post_bypass.glsl +++ b/vtm/resources/assets/shaders/post_bypass.glsl @@ -21,7 +21,6 @@ uniform vec2 u_pixel; varying vec2 tex_pos; void main(){ - gl_FragColor = texture2D(u_texColor, tex_pos) * 0.8; } diff --git a/vtm/resources/assets/shaders/post_ssao.glsl b/vtm/resources/assets/shaders/post_ssao.glsl index 37d3bea0..52e49e7c 100644 --- a/vtm/resources/assets/shaders/post_ssao.glsl +++ b/vtm/resources/assets/shaders/post_ssao.glsl @@ -38,7 +38,7 @@ float compareDepths(in float depth1, in float depth2, inout float far) { // if far reduce left bell width to avoid self-shadowing float garea = max((1.0 - far) * 2.0, 0.1); - //return (step(diff, 0.0) * -0.1) + pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0)); + //return (step(diff, 0.0) * -0.1) + pow(2.7182, -2.0 * pow(diff - gdisplace, 2.0) / pow(garea, 2.0)); return pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0)); } @@ -85,7 +85,7 @@ main(void){ vec4 color = texture2D(u_texColor, tex_pos); float depth = texture2D(u_tex, tex_pos).x; - float fog = pow(depth,3.0); + float fog = pow(depth, 3.0); //return; depth = getDepth(depth); @@ -137,7 +137,7 @@ main(void){ // } // gl_FragColor = vec4(vao, 1.0) * texture2D(u_texColor, tex_pos.xy); - // gl_FragColor = vec4(gl_TexCoord[0].xy,0.0,1.0); - // gl_FragColor = vec4(tex_pos.xy,0.0,1.0); + // gl_FragColor = vec4(gl_TexCoord[0].xy, 0.0, 1.0); + // gl_FragColor = vec4(tex_pos.xy, 0.0, 1.0); // gl_FragColor = vec4(gl_FragCoord.xy / u_screen, 0.0, 1.0); }