diff options
Diffstat (limited to 'glow/src/shader/common')
-rw-r--r-- | glow/src/shader/common/gradient.frag | 59 | ||||
-rw-r--r-- | glow/src/shader/common/gradient.vert | 9 | ||||
-rw-r--r-- | glow/src/shader/common/image.frag | 22 | ||||
-rw-r--r-- | glow/src/shader/common/image.vert | 9 | ||||
-rw-r--r-- | glow/src/shader/common/solid.frag | 18 | ||||
-rw-r--r-- | glow/src/shader/common/solid.vert | 11 |
6 files changed, 0 insertions, 128 deletions
diff --git a/glow/src/shader/common/gradient.frag b/glow/src/shader/common/gradient.frag deleted file mode 100644 index 9af0cb6e..00000000 --- a/glow/src/shader/common/gradient.frag +++ /dev/null @@ -1,59 +0,0 @@ -#ifdef GL_ES -#ifdef GL_FRAGMENT_PRECISION_HIGH -precision highp float; -#else -precision mediump float; -#endif -#endif - -#ifdef HIGHER_THAN_300 -layout (location = 0) out vec4 fragColor; -#define gl_FragColor fragColor -#endif - -in vec2 raw_position; - -uniform vec4 gradient_direction; -uniform int color_stops_size; -// GLSL does not support dynamically sized arrays without SSBOs so this is capped to 16 stops -//stored as color(vec4) -> offset(vec4) sequentially; -uniform vec4 color_stops[32]; - -//TODO: rewrite without branching to make ALUs happy -void main() { - vec2 start = gradient_direction.xy; - vec2 end = gradient_direction.zw; - vec2 gradient_vec = vec2(end - start); - vec2 current_vec = vec2(raw_position.xy - start); - vec2 unit = normalize(gradient_vec); - float coord_offset = dot(unit, current_vec) / length(gradient_vec); - //if a gradient has a start/end stop that is identical, the mesh will have a transparent fill - gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0); - - float min_offset = color_stops[1].x; - float max_offset = color_stops[color_stops_size - 1].x; - - for (int i = 0; i < color_stops_size - 2; i += 2) { - float curr_offset = color_stops[i+1].x; - float next_offset = color_stops[i+3].x; - - if (coord_offset <= min_offset) { - //current coordinate is before the first defined offset, set it to the start color - gl_FragColor = color_stops[0]; - } - - if (curr_offset <= coord_offset && coord_offset <= next_offset) { - //current fragment is between the current offset processing & the next one, interpolate colors - gl_FragColor = mix(color_stops[i], color_stops[i+2], smoothstep( - curr_offset, - next_offset, - coord_offset - )); - } - - if (coord_offset >= max_offset) { - //current coordinate is before the last defined offset, set it to the last color - gl_FragColor = color_stops[color_stops_size - 2]; - } - } -} diff --git a/glow/src/shader/common/gradient.vert b/glow/src/shader/common/gradient.vert deleted file mode 100644 index fe505997..00000000 --- a/glow/src/shader/common/gradient.vert +++ /dev/null @@ -1,9 +0,0 @@ -uniform mat4 u_Transform; - -in vec2 i_Position; -out vec2 raw_position; - -void main() { - gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0); - raw_position = i_Position; -} diff --git a/glow/src/shader/common/image.frag b/glow/src/shader/common/image.frag deleted file mode 100644 index 5e05abdf..00000000 --- a/glow/src/shader/common/image.frag +++ /dev/null @@ -1,22 +0,0 @@ -#ifdef GL_ES -#ifdef GL_FRAGMENT_PRECISION_HIGH -precision highp float; -#else -precision mediump float; -#endif -#endif - -uniform sampler2D tex; -in vec2 tex_pos; - -#ifdef HIGHER_THAN_300 -out vec4 fragColor; -#define gl_FragColor fragColor -#endif -#ifdef GL_ES -#define texture texture2D -#endif - -void main() { - gl_FragColor = texture(tex, tex_pos); -} diff --git a/glow/src/shader/common/image.vert b/glow/src/shader/common/image.vert deleted file mode 100644 index 93e541f2..00000000 --- a/glow/src/shader/common/image.vert +++ /dev/null @@ -1,9 +0,0 @@ -uniform mat4 u_Transform; - -in vec2 i_Position; -out vec2 tex_pos; - -void main() { - gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0); - tex_pos = i_Position; -} diff --git a/glow/src/shader/common/solid.frag b/glow/src/shader/common/solid.frag deleted file mode 100644 index 174ffdd3..00000000 --- a/glow/src/shader/common/solid.frag +++ /dev/null @@ -1,18 +0,0 @@ -#ifdef GL_ES -#ifdef GL_FRAGMENT_PRECISION_HIGH -precision highp float; -#else -precision mediump float; -#endif -#endif - -#ifdef HIGHER_THAN_300 -out vec4 fragColor; -#define gl_FragColor fragColor -#endif - -in vec4 v_Color; - -void main() { - gl_FragColor = v_Color; -} diff --git a/glow/src/shader/common/solid.vert b/glow/src/shader/common/solid.vert deleted file mode 100644 index 59ed88e5..00000000 --- a/glow/src/shader/common/solid.vert +++ /dev/null @@ -1,11 +0,0 @@ -uniform mat4 u_Transform; - -in vec2 i_Position; -in vec4 i_Color; - -out vec4 v_Color; - -void main() { - gl_Position = u_Transform * vec4(i_Position, 0.0, 1.0); - v_Color = i_Color; -} |