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78 changed files with 3671 additions and 93 deletions
53
res/shaders/GlowShader/GlowShaderf.gls
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53
res/shaders/GlowShader/GlowShaderf.gls
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/*******************************************************************************
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*
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* Copyright (c) 2018 Gnarly Narwhal
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*
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* -----------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files(the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*******************************************************************************/
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#version 330 core
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uniform vec2 resolution;
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uniform sampler2D tex;
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uniform sampler2D background;
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uniform bool horizontal = true;
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uniform float brightness = 0.55;
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uniform float distance = 15.0;
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in vec2 texCoords;
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layout (location = 0) out vec4 color;
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void main() {
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vec2 pixel = 1.0 / resolution;
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int numPixels = int(distance * resolution.y / 1080.0);
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float weight = 1.0 / numPixels;
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vec2 transform = vec2(pixel.x * int(horizontal), pixel.y * int(!horizontal));
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color = texture(tex, texCoords);
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vec3 result = texture(tex, texCoords).rgb * weight;
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for(int i = 1; i < numPixels; ++i) {
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result += texture(tex, texCoords + transform * i).rgb * weight;
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result += texture(tex, texCoords - transform * i).rgb * weight;
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}
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color.rgb = mix(result, texture(background, vec2(texCoords.x, 1.0 - texCoords.y)).rgb, 1 - brightness);
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}
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37
res/shaders/GlowShader/GlowShaderv.gls
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res/shaders/GlowShader/GlowShaderv.gls
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/*******************************************************************************
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*
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* Copyright (c) 2018 Gnarly Narwhal
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*
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* -----------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files(the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions
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*
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*
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*******************************************************************************/
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#version 330 core
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layout (location = 0) in vec3 vertices;
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layout (location = 1) in vec2 textureCoords;
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out vec2 texCoords;
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void main() {
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gl_Position = vec4(vertices, 1);
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texCoords = textureCoords;
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}
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