reordedered structure

This commit is contained in:
Julian Nießner
2018-05-06 13:59:37 +02:00
parent b87943ca0d
commit 661415b48f
10 changed files with 0 additions and 0 deletions

14
shaders/bitmapfrag.shader Normal file
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#version 300 es
precision mediump float;
in vec2 TexCoords;
out vec4 color;
uniform sampler2D text;
uniform vec3 textColor;
void main() {
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(textColor, 1.0) * sampled;
}

10
shaders/bitmapvert.shader Normal file
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#version 300 es
layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
out vec2 TexCoords;
uniform mat4 projection;
void main() {
gl_Position = projection * vec4(vertex.xy,0.0,1.0);
TexCoords = vertex.zw;
}

8
shaders/frag.shader Normal file
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#version 300 es
precision mediump float;
out vec4 FragColor;
void main() {
FragColor = vec4(1.f, 0.5f, 0.2f, 1.0f);
}

7
shaders/vert.shader Normal file
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#version 300 es
layout (location = 0) in vec3 aPos;
void main() {
gl_Position = vec4(aPos.x,aPos.y,aPos.z,1.0);
}