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Gnarly Narwhal 2019-03-10 22:38:14 -07:00 committed by Gnarwhal
commit cca31e22c6
Signed by: Gnarwhal
GPG key ID: 0989A73D8C421174
115 changed files with 2484 additions and 0 deletions

13
res/shaders/s2a/frag.gls 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;
}

15
res/shaders/s2a/vert.gls Normal file
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#version 330 core
uniform mat4 mvp;
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 = mvp * vec4(vertices, 1.0);
}

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res/shaders/s2c/frag.gls Normal file
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#version 330 core
uniform vec4 iColor = vec4(0, 0.6, 0.9, 1);
out vec4 color;
void main() {
color = iColor;
}

9
res/shaders/s2c/vert.gls Normal file
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#version 330 core
uniform mat4 mvp;
layout (location = 0) in vec3 vertices;
void main() {
gl_Position = mvp * vec4(vertices, 1);
}

46
res/shaders/s2le/frag.gls Normal file
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#version 330 core
uniform sampler2D sampler;
uniform vec4 color1 = vec4(0, 1, 1, 1);
uniform vec4 color2 = vec4(0, 0, 1, 1);
uniform float time = 0, freq = 1;
uniform bool rgb = true, loop = false, textured = false;
in vec2 iTexCoords;
in float percent;
out vec4 color;
vec4 hsvToRgb(vec4 hsva);
void main() {
vec4 tcolor;
if(textured)
tcolor = texture(sampler, iTexCoords);
if(!textured || tcolor.xyz == vec3(1, 1, 1)) {
float finalPercent = mod((percent + time) * freq, 1);
if(loop) {
if(finalPercent > 0.5)
finalPercent = 1 - finalPercent;
finalPercent *= 2;
}
vec4 interpolated = color1 + (color2 - color1) * finalPercent;
if(rgb)
color = interpolated;
else
color = hsvToRgb(interpolated);
if(textured)
color.w = texture(sampler, iTexCoords).w;
}
else if(tcolor.w != 0)
color = tcolor;
else
discard;
}
vec4 hsvToRgb(vec4 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return vec4(c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y), c.w);
}

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res/shaders/s2le/vert.gls Normal file
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#version 330 core
uniform mat4 mvp;
layout (location = 0) in vec3 vertices;
layout (location = 1) in vec2 texCoords;
out vec2 iTexCoords;
out float percent;
void main() {
iTexCoords = texCoords;
vec4 position = mvp * vec4(vertices, 1);
percent = (position.x + 1) / 4 - (position.y - 1) / 4;
gl_Position = position;
}

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res/shaders/s2t/frag.gls Normal file
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#version 330 core
uniform sampler2D sampler;
in vec2 texCoords;
out vec4 color;
void main() {
color = texture(sampler, texCoords);
}

13
res/shaders/s2t/vert.gls Normal file
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#version 330 core
uniform mat4 mvp;
layout (location = 0) in vec3 vertices;
layout (location = 1) in vec2 itexCoords;
out vec2 texCoords;
void main() {
texCoords = itexCoords;
gl_Position = mvp * vec4(vertices, 1);
}

15
res/shaders/s2x/frag.gls 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;
}

15
res/shaders/s2x/vert.gls Normal file
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#version 330 core
uniform mat4 mvp;
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 = mvp * vec4(vertices, 1.0);
}