Changes since migrating to GitTea.

This commit is contained in:
2020-09-18 10:54:19 +02:00
parent a327ea6b82
commit 6516a139cf
314 changed files with 20960 additions and 20960 deletions

View File

@ -1,36 +1,36 @@
precision mediump float;
uniform sampler2D texture;
uniform float alpha;
uniform vec2 texAtlasSize;
uniform float texAtlasIndex;
const float clampBorder = 0.005;
varying vec2 pass_TexCoords;
vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex);
void main() {
vec2 clampedTexCoords = pass_TexCoords;
if(texAtlasSize.x > 1.0 || texAtlasSize.y > 1.0)
clampedTexCoords = clamp(pass_TexCoords, clampBorder, 1.0 - clampBorder);
vec2 texAtlasCoords = getTexCoordsInAtlas(clampedTexCoords, texAtlasIndex);
gl_FragColor = texture2D(texture, texAtlasCoords);
gl_FragColor.a = min(gl_FragColor.a, alpha);
gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
}
vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex){
vec2 texAtlasCoords = vec2(0.0, 0.0);
texAtlasCoords.x = mod(clampedTexCoords.x, 1.0) / texAtlasSize.x;
texAtlasCoords.x += mod(atlasIndex, texAtlasSize.x) / texAtlasSize.x;
texAtlasCoords.y = mod(clampedTexCoords.y, 1.0) / texAtlasSize.y;
texAtlasCoords.y += floor(atlasIndex / texAtlasSize.y) / texAtlasSize.y;
return texAtlasCoords;
precision mediump float;
uniform sampler2D texture;
uniform float alpha;
uniform vec2 texAtlasSize;
uniform float texAtlasIndex;
const float clampBorder = 0.005;
varying vec2 pass_TexCoords;
vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex);
void main() {
vec2 clampedTexCoords = pass_TexCoords;
if(texAtlasSize.x > 1.0 || texAtlasSize.y > 1.0)
clampedTexCoords = clamp(pass_TexCoords, clampBorder, 1.0 - clampBorder);
vec2 texAtlasCoords = getTexCoordsInAtlas(clampedTexCoords, texAtlasIndex);
gl_FragColor = texture2D(texture, texAtlasCoords);
gl_FragColor.a = min(gl_FragColor.a, alpha);
gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
}
vec2 getTexCoordsInAtlas(in vec2 clampedTexCoords, in float atlasIndex){
vec2 texAtlasCoords = vec2(0.0, 0.0);
texAtlasCoords.x = mod(clampedTexCoords.x, 1.0) / texAtlasSize.x;
texAtlasCoords.x += mod(atlasIndex, texAtlasSize.x) / texAtlasSize.x;
texAtlasCoords.y = mod(clampedTexCoords.y, 1.0) / texAtlasSize.y;
texAtlasCoords.y += floor(atlasIndex / texAtlasSize.y) / texAtlasSize.y;
return texAtlasCoords;
}

View File

@ -1,23 +1,23 @@
uniform mat4 mvpMatrix;
uniform mat4 transformationMatrix;
uniform vec2 texCoordScaling;
attribute vec4 position;
attribute vec2 texCoords;
varying vec2 pass_TexCoords;
void main() {
vec2 scale = vec2(1.0, 1.0);
if(texCoordScaling.x != 0.0)
scale.x = texCoordScaling.x;
if(texCoordScaling.y != 0.0)
scale.y *= texCoordScaling.y;
vec4 transformatedPosition = transformationMatrix * position;
gl_Position = mvpMatrix * transformatedPosition;
pass_TexCoords = scale * texCoords;
uniform mat4 mvpMatrix;
uniform mat4 transformationMatrix;
uniform vec2 texCoordScaling;
attribute vec4 position;
attribute vec2 texCoords;
varying vec2 pass_TexCoords;
void main() {
vec2 scale = vec2(1.0, 1.0);
if(texCoordScaling.x != 0.0)
scale.x = texCoordScaling.x;
if(texCoordScaling.y != 0.0)
scale.y *= texCoordScaling.y;
vec4 transformatedPosition = transformationMatrix * position;
gl_Position = mvpMatrix * transformatedPosition;
pass_TexCoords = scale * texCoords;
}

View File

@ -1,27 +1,27 @@
precision mediump float;
uniform sampler2D texture;
uniform vec3 color;
uniform float alpha;
varying vec2 pass_TexCoords;
vec3 saturateColor(in vec3 color, in float a);
void main() {
float a = texture2D(texture, pass_TexCoords).a * alpha;
vec3 black = vec3(0.0, 0.0, 0.0);
gl_FragColor.rgb = mix(color, black, 1.0 - a);
gl_FragColor.a = a;
}
vec3 saturateColor(in vec3 color, in float a){
float grayscale = (color.r * 0.299 + color.g * 0.587 + color. b * 0.114);
float alpha = ((1.1 - a) * 0.5) * 40.0;
return alpha * color + (1.0 - alpha) * vec3(grayscale, grayscale, grayscale);
precision mediump float;
uniform sampler2D texture;
uniform vec3 color;
uniform float alpha;
varying vec2 pass_TexCoords;
vec3 saturateColor(in vec3 color, in float a);
void main() {
float a = texture2D(texture, pass_TexCoords).a * alpha;
vec3 black = vec3(0.0, 0.0, 0.0);
gl_FragColor.rgb = mix(color, black, 1.0 - a);
gl_FragColor.a = a;
}
vec3 saturateColor(in vec3 color, in float a){
float grayscale = (color.r * 0.299 + color.g * 0.587 + color. b * 0.114);
float alpha = ((1.1 - a) * 0.5) * 40.0;
return alpha * color + (1.0 - alpha) * vec3(grayscale, grayscale, grayscale);
}

View File

@ -1,12 +1,12 @@
precision mediump float;
uniform sampler2D texture;
varying vec2 pass_TexCoords;
void main() {
gl_FragColor = texture2D(texture, pass_TexCoords);
gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
precision mediump float;
uniform sampler2D texture;
varying vec2 pass_TexCoords;
void main() {
gl_FragColor = texture2D(texture, pass_TexCoords);
gl_FragColor.rgb = gl_FragColor.rgb / gl_FragColor.a;
}

View File

@ -1,12 +1,12 @@
attribute vec4 position;
attribute vec2 texCoords;
varying vec2 pass_TexCoords;
void main() {
gl_Position = position;
pass_TexCoords.x = texCoords.x;
pass_TexCoords.y = -texCoords.y;
attribute vec4 position;
attribute vec2 texCoords;
varying vec2 pass_TexCoords;
void main() {
gl_Position = position;
pass_TexCoords.x = texCoords.x;
pass_TexCoords.y = -texCoords.y;
}