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Gnarwhal 2024-08-07 04:58:07 +00:00
commit e1c6c794d4
Signed by: Gnarwhal
GPG key ID: 0989A73D8C421174
108 changed files with 2908 additions and 0 deletions

13
res/shaders/s2a/frag.fs Normal file
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#version 330 core
uniform sampler2D sampler;
in vec2 texCoords;
out vec4 color;
void main() {
color = texture(sampler, texCoords);
if(color.a == 0)
discard;
}

17
res/shaders/s2a/vert.vs Normal file
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#version 330 core
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform vec2 animProps; // Loc 0 - Frame Width, Loc 1 - Offset
layout (location = 0) in vec3 vertices;
layout (location = 1) in vec2 iTexCoords;
out vec2 texCoords;
void main() {
texCoords = vec2(((iTexCoords.x * animProps.x) + animProps.y), iTexCoords.y);
gl_Position = projection * view * model * vec4(vertices, 1.0);
}

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res/shaders/s2c/frag.fs Normal file
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#version 330 core
uniform vec4 iColor;
out vec4 color;
void main() {
color = iColor;
}

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res/shaders/s2c/vert.vs Normal file
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#version 330 core
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
layout (location = 0) in vec3 vertices;
void main() {
gl_Position = projection * view * model * vec4(vertices, 1.0);
}

13
res/shaders/s2t/frag.fs Normal file
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#version 330 core
uniform sampler2D sampler;
in vec2 texCoords;
layout (location = 0) out vec4 color;
void main() {
color = texture(sampler, texCoords);
if(color.a == 0)
discard;
}

15
res/shaders/s2t/vert.vs Normal file
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#version 330 core
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
layout (location = 0) in vec3 vertices;
layout (location = 1) in vec2 iTexCoords;
out vec2 texCoords;
void main() {
texCoords = iTexCoords;
gl_Position = projection * view * model * vec4(vertices, 1.0);
}

15
res/shaders/s2x/frag.fs Normal file
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#version 330 core
uniform vec4 iColor;
uniform sampler2D sampler;
in vec2 texCoords;
out vec4 color;
void main() {
color = iColor * texture(sampler, texCoords);
if(color.a == 0)
discard;
}

17
res/shaders/s2x/vert.vs Normal file
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#version 330 core
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
uniform vec2 character;
layout (location = 0) in vec3 vertices;
layout (location = 1) in vec2 iTexCoords;
out vec2 texCoords;
void main() {
texCoords = iTexCoords + character;
gl_Position = projection * view * model * vec4(vertices, 1.0);
}