Format shaders (#654)

This commit is contained in:
Gustl22 2019-02-10 23:34:28 +01:00 committed by Emux
parent 48a5c36c31
commit fc452a76e7
No known key found for this signature in database
GPG Key ID: 64ED9980896038C3
17 changed files with 449 additions and 468 deletions

View File

@ -18,4 +18,3 @@ uniform vec4 u_color;
void main() {
gl_FragColor = u_color;
}

View File

@ -14,9 +14,9 @@ varying vec4 color;
const float ff = 255.0;
/**
* The diffuse of surface dependent on the light position
* The diffuse of surface dependent on the light position.
*
* @param r_norm - the normal vector of vertex's face
* @param r_norm the normal vector of vertex's face
*/
float diffuse(in vec3 r_norm) {
float l = dot(normalize(r_norm), normalize(u_light));
@ -62,8 +62,7 @@ void main() {
color.rgb *= diffuse(r_norm) * z * h;
}
color *= u_alpha;
}
else if (u_mode == 3) {
} else if (u_mode == 3) {
// outline
float z = (0.98 - gl_Position.z * 0.02);
color = u_color[3] * z;

View File

@ -12,7 +12,6 @@ uniform float u_height;
varying vec2 v_st;
void main() {
// scale extrusion to u_width pixel
// just ignore the two most insignificant bits.
vec2 dir = a_pos.zw;
@ -42,8 +41,7 @@ void main() {
#else
len = texture2D(tex, v_st).a;
#endif
}
else {
} else {
// flat cap line
len = abs(v_st.s);
}

View File

@ -12,7 +12,6 @@ uniform float u_height;
varying vec2 v_st;
void main() {
// scale extrusion to u_width pixel
// just ignore the two most insignificant bits.
vec2 dir = a_pos.zw;
@ -48,8 +47,7 @@ void main() {
#endif
vec2 st_width = fwidth(v_st);
fuzz = max(st_width.s, st_width.t);
}
else {
} else {
/* flat cap line */
len = abs(v_st.s);
fuzz = fwidth(v_st.s);

View File

@ -18,8 +18,7 @@ void main() {
// vec2 dir = u_width * a_pos0.zw;
pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);
v_st = vec2(a_len0.x / u_pscale, 1.0);
}
else {
} else {
// vec2 dir = u_width * a_pos1.zw;
pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);
v_st = vec2(a_len1.x / u_pscale, -1.0);

View File

@ -18,8 +18,7 @@ void main() {
// vec2 dir = u_width * a_pos0.zw;
pos = vec4(a_pos0.xy + (u_width * a_pos0.zw), 0.0, 1.0);
v_st = vec2(a_len0.x / u_pscale, 1.0);
}
else {
} else {
// vec2 dir = u_width * a_pos1.zw;
pos = vec4(a_pos1.xy - (u_width * a_pos1.zw), 0.0, 1.0);
v_st = vec2(a_len1.x / u_pscale, -1.0);
@ -54,10 +53,8 @@ void main() {
vec4 c = texture2D(tex, vec2(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 {
} else {
/* No dash array or texture */
/* distance on perpendicular to the line */
float dist = abs(v_st.t);
float fuzz = fwidth(v_st.t);

View File

@ -22,5 +22,3 @@ varying vec2 tex_pos;
void main() {
gl_FragColor = texture2D(u_texColor, tex_pos) * 0.8;
}

View File

@ -181,4 +181,3 @@ void main() {
//gl_FragColor = vec4(0.5 - vao, max(0.5, ao));
gl_FragColor = vec4(color.rgb - ao, max(color.a, ao));
}

View File

@ -50,7 +50,6 @@ void addAO(in float depth, in float x1, in float y1, in float x2, in float y2, i
float z_22 = getDepth(texture2D(u_tex, vec2(x2, y2)).x);
//depth = 0.99 * depth + (z_11 + z_12 + z_21 + z_22) * (0.25 * 0.01);
float f_11;
float d_11 = compareDepths(depth, z_11, f_11);
@ -107,7 +106,6 @@ void main() {
// increase sampling area:
pw *= 1.7;
ph *= 1.7;
}
//vec3 vao = vec3(fog * pow(ao / float(iterations * 8), 1.2));
@ -120,17 +118,14 @@ void main() {
//gl_FragColor = vec4(0.5 - vao, max(0.5, ao));
gl_FragColor = vec4(color.rgb - ao, max(color.a, ao));
//gl_FragColor = color - (fog * vec4(vao, 0.0));
//gl_FragColor = vec4(vec3(0.8) - vao, 1.0);
//color *= 0.5;
//gl_FragColor = vec4(color.rgb - fog * vao, max(color.a, ao));
//gl_FragColor = vec4(1.0) - (vec4(vao, 0.0));
//gl_FragColor = vec4((color.rgb + vao)*0.5, color.a);

View File

@ -16,8 +16,7 @@ void main() {
float coord_scale = 1.0 / u_coord_scale;
if (abs(mod(vertex.x, 2.0)) == 0.0) {
pos = u_proj * (u_mv * vec4(vertex.xy + dir * u_scale, 0.0, 1.0));
}
else { // place as billboard
} else { // place as billboard
vec4 center = u_mv * vec4(vertex.xy, 0.0, 1.0);
pos = u_proj * (center + vec4(dir * coord_scale, 0.0, 0.0));
}