Changeset 1928
- Timestamp:
- Sep 20, 2012, 12:23:59 AM (7 years ago)
- Location:
- trunk
- Files:
-
- 20 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/easymesh/shiny.lolfx
r1769 r1928 1 1 2 -- GLSL.Vert -- 2 [vert.glsl] 3 3 #version 120 4 4 … … 27 27 } 28 28 29 -- GLSL.Frag -- 29 [frag.glsl] 30 30 #version 120 31 31 … … 73 73 } 74 74 75 -- HLSL.Vert -- 75 [vert.hlsl] 76 76 77 77 void main(float3 in_Vertex : POSITION, … … 100 100 } 101 101 102 -- HLSL.Frag -- 102 [frag.hlsl] 103 103 104 104 void main(float4 pass_Eye : TEXCOORD0, -
trunk/src/gpu/shader.cpp
r1849 r1928 94 94 { 95 95 if (key == NULL && (parser[0] == '\n' || parser[0] == '\r') 96 && parser[1] == ' -' && parser[2] == '-' && parser[3] == '')96 && parser[1] == '[') 97 97 { 98 98 *parser = '\0'; 99 parser += 4;99 parser += 2; 100 100 key = parser; 101 101 } 102 else if (key && parser[0] == ' 102 else if (key && parser[0] == ']') 103 103 { 104 104 *parser++ = '\0'; … … 120 120 { 121 121 #if !defined __CELLOS_LV2__ && !defined _XBOX && !defined USE_D3D9 122 if (!strcmp(sections[i].m1, " GLSL.Vert"))122 if (!strcmp(sections[i].m1, "vert.glsl")) 123 123 vert = sections[i].m2; 124 if (!strcmp(sections[i].m1, " GLSL.Frag"))124 if (!strcmp(sections[i].m1, "frag.glsl")) 125 125 frag = sections[i].m2; 126 126 #else 127 if (!strcmp(sections[i].m1, " HLSL.Vert"))127 if (!strcmp(sections[i].m1, "vert.hlsl")) 128 128 vert = sections[i].m2; 129 if (!strcmp(sections[i].m1, " HLSL.Frag"))129 if (!strcmp(sections[i].m1, "frag.hlsl")) 130 130 frag = sections[i].m2; 131 131 #endif 132 132 } 133 134 /* FIXME: we don’t know how to handle these yet. */ 135 if (!vert) 136 Log::Error("no vertex shader found… sorry, I’m gonna crash now.\n"); 137 if (!frag) 138 Log::Error("no fragment shader found… sorry, I’m gonna crash now.\n"); 133 139 134 140 uint32_t new_vert_crc = Hash::Crc32(vert); -
trunk/src/gpu/testmaterial.lolfx
r1590 r1928 67 67 /* Defines GLSL shader "Prout" */ 68 68 69 #pragma lolfx vertexshader(lang=GLSL 1.20, name=prout) 70 69 [prout.glsl] 71 70 #version 120 72 71 … … 85 84 86 85 /* Defines GLSL shader "Zob" */ 87 #pragma lolfx vertexshader(lang=GLSL 1.20, name=zob) 86 [zob.glsl] 88 87 89 88 void main(void) … … 94 93 /* Defines HLSL vertex shader "Prout" */ 95 94 96 #pragma lolfx vertexshader(lang=HLSL, name=prout) 95 [prout.hlsl] 97 96 98 97 void main(void) -
trunk/src/gpu/tile.lolfx
r1846 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 130 … … 18 18 } 19 19 20 -- GLSL.Frag -- 20 [frag.glsl] 21 21 22 22 #version 130 … … 69 69 } 70 70 71 -- HLSL.Vert -- 71 [vert.hlsl] 72 72 73 73 void main(float4 in_Position : POSITION, … … 83 83 } 84 84 85 -- HLSL.Frag -- 85 [frag.hlsl] 86 86 87 87 void main(float2 in_TexCoord : TEXCOORD0, -
trunk/src/gradient.lolfx
r1848 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 130 … … 18 18 } 19 19 20 -- GLSL.Frag -- 20 [frag.glsl] 21 21 22 22 #version 130 … … 50 50 } 51 51 52 -- HLSL.Vert -- 52 [vert.hlsl] 53 53 54 54 void main(float4 in_Vertex : POSITION, … … 64 64 } 65 65 66 -- HLSL.Frag -- 66 [frag.hlsl] 67 67 68 68 float4x4 bayer = float4x4( 0.0, 12.0, 3.0, 15.0, -
trunk/tools/neercs/video/blurh.lolfx
r1905 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 4 4 5 5 void main() 6 7 gl_Position =gl_Vertex;8 gl_TexCoord[0] =gl_MultiTexCoord0;9 6 { 7 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0; 9 } 10 10 11 -- GLSL.Frag -- 11 [frag.glsl] 12 12 13 13 #version 120 … … 17 17 18 18 void main(void) 19 20 vec4 total =vec4(0.0);21 vec2 p =gl_TexCoord[0].xy;22 float mask =2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0);23 float b =radius.x+radius.y*mask;24 total +=texture2D(texture,vec2(p.x-b*4.0,p.y))*0.04;25 total +=texture2D(texture,vec2(p.x-b*3.0,p.y))*0.08;26 total +=texture2D(texture,vec2(p.x-b*2.0,p.y))*0.12;27 total +=texture2D(texture,vec2(p.x-b ,p.y))*0.16;28 total +=texture2D(texture,vec2(p.x ,p.y))*0.20;29 total +=texture2D(texture,vec2(p.x+b ,p.y))*0.16;30 total +=texture2D(texture,vec2(p.x+b*2.0,p.y))*0.12;31 total +=texture2D(texture,vec2(p.x+b*3.0,p.y))*0.08;32 total +=texture2D(texture,vec2(p.x+b*4.0,p.y))*0.04;33 gl_FragColor =total;34 19 { 20 vec4 total = vec4(0.0); 21 vec2 p = gl_TexCoord[0].xy; 22 float mask = 2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0); 23 float b = radius.x+radius.y*mask; 24 total += texture2D(texture,vec2(p.x-b*4.0,p.y))*0.04; 25 total += texture2D(texture,vec2(p.x-b*3.0,p.y))*0.08; 26 total += texture2D(texture,vec2(p.x-b*2.0,p.y))*0.12; 27 total += texture2D(texture,vec2(p.x-b ,p.y))*0.16; 28 total += texture2D(texture,vec2(p.x ,p.y))*0.20; 29 total += texture2D(texture,vec2(p.x+b ,p.y))*0.16; 30 total += texture2D(texture,vec2(p.x+b*2.0,p.y))*0.12; 31 total += texture2D(texture,vec2(p.x+b*3.0,p.y))*0.08; 32 total += texture2D(texture,vec2(p.x+b*4.0,p.y))*0.04; 33 gl_FragColor = total; 34 } -
trunk/tools/neercs/video/blurv.lolfx
r1905 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 4 4 5 5 void main() 6 7 gl_Position =gl_Vertex;8 gl_TexCoord[0] =gl_MultiTexCoord0;9 6 { 7 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0; 9 } 10 10 11 -- GLSL.Frag -- 11 [frag.glsl] 12 12 13 13 #version 120 … … 17 17 18 18 void main(void) 19 { 20 vec4 total=vec4(0.0); 21 vec2 p=gl_TexCoord[0].xy; 22 float mask=2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0); 23 float b=radius.x+radius.y*mask; 24 total+=texture2D(texture,vec2(p.x,p.y-b*4.0))*0.04; 25 total+=texture2D(texture,vec2(p.x,p.y-b*3.0))*0.08; 26 total+=texture2D(texture,vec2(p.x,p.y-b*2.0))*0.12; 27 total+=texture2D(texture,vec2(p.x,p.y-b ))*0.16; 28 total+=texture2D(texture,vec2(p.x,p.y ))*0.20; 29 total+=texture2D(texture,vec2(p.x,p.y+b ))*0.16; 30 total+=texture2D(texture,vec2(p.x,p.y+b*2.0))*0.12; 31 total+=texture2D(texture,vec2(p.x,p.y+b*3.0))*0.08; 32 total+=texture2D(texture,vec2(p.x,p.y+b*4.0))*0.04; 33 gl_FragColor=total; 34 } 19 { 20 vec4 total = vec4(0.0); 21 vec2 p = gl_TexCoord[0].xy; 22 float mask = 2.0-p.x*(6.0-p.x*6.0)*p.y*(6.0-p.y*6.0); 23 float b = radius.x+radius.y*mask; 24 total += texture2D(texture,vec2(p.x,p.y-b*4.0))*0.04; 25 total += texture2D(texture,vec2(p.x,p.y-b*3.0))*0.08; 26 total += texture2D(texture,vec2(p.x,p.y-b*2.0))*0.12; 27 total += texture2D(texture,vec2(p.x,p.y-b ))*0.16; 28 total += texture2D(texture,vec2(p.x,p.y ))*0.20; 29 total += texture2D(texture,vec2(p.x,p.y+b ))*0.16; 30 total += texture2D(texture,vec2(p.x,p.y+b*2.0))*0.12; 31 total += texture2D(texture,vec2(p.x,p.y+b*3.0))*0.08; 32 total += texture2D(texture,vec2(p.x,p.y+b*4.0))*0.04; 33 gl_FragColor = total; 34 } 35 -
trunk/tools/neercs/video/color.lolfx
r1915 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 4 4 5 5 void main() 6 7 gl_Position =gl_Vertex;8 gl_TexCoord[0] =gl_MultiTexCoord0;9 6 { 7 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0; 9 } 10 10 11 -- GLSL.Frag -- 11 [frag.glsl] 12 12 13 13 #version 120 … … 20 20 21 21 void main(void) 22 23 vec2 p =gl_FragCoord.xy/screen_size.xy;24 vec3 c =texture2D(texture,p).xyz;22 { 23 vec2 p = gl_FragCoord.xy/screen_size.xy; 24 vec3 c = texture2D(texture,p).xyz; 25 25 26 float a =(c.x+c.y+c.z)/3.0;27 c =mix(c,vec3(a),color.w);// grayscale28 c *=filter;// filter29 c +=color.z*0.1;// level30 c *=color.x;// brightness31 c =0.5+(c-0.5)*color.y;// contrast32 c +=flash;// flash26 float a = (c.x+c.y+c.z)/3.0; 27 c = mix(c,vec3(a),color.w); // grayscale 28 c *= filter; // filter 29 c += color.z*0.1; // level 30 c *= color.x; // brightness 31 c = 0.5+(c-0.5)*color.y; // contrast 32 c += flash; // flash 33 33 34 gl_FragColor =vec4(c,1.0);35 34 gl_FragColor = vec4(c,1.0); 35 } -
trunk/tools/neercs/video/copper.lolfx
r1922 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 4 4 5 5 void main() 6 7 gl_Position =gl_Vertex;8 gl_TexCoord[0] =gl_MultiTexCoord0;9 6 { 7 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0; 9 } 10 10 11 -- GLSL.Frag -- 11 [frag.glsl] 12 12 13 13 #version 120 … … 19 19 20 20 void main(void) 21 22 vec2 p =gl_TexCoord[0].xy;23 vec3 source =texture2D(texture,p).xyz;21 { 22 vec2 p = gl_TexCoord[0].xy; 23 vec3 source = texture2D(texture,p).xyz; 24 24 25 vec3 color =vec3(0.5);25 vec3 color = vec3(0.5); 26 26 27 color.x +=0.5*cos(p.y*float(screen_size.y/copper.z)+time*2.0);28 color.z +=0.5*sin(p.y*float(screen_size.y/copper.z)+time*2.0);27 color.x += 0.5*cos(p.y*float(screen_size.y/copper.z)+time*2.0); 28 color.z += 0.5*sin(p.y*float(screen_size.y/copper.z)+time*2.0); 29 29 30 color *=copper.x+copper.y*cos(p.y*float(screen_size.x/copper.w)-time*2.0);30 color *= copper.x+copper.y*cos(p.y*float(screen_size.x/copper.w)-time*2.0); 31 31 32 color.x =float(int(color.x*8.0)*32)/256.0;33 color.y =float(int(color.y*8.0)*32)/256.0;34 color.z =float(int(color.z*8.0)*32)/256.0;32 color.x = float(int(color.x*8.0)*32)/256.0; 33 color.y = float(int(color.y*8.0)*32)/256.0; 34 color.z = float(int(color.z*8.0)*32)/256.0; 35 35 36 gl_FragColor=vec4((color==1.0)?color:source,1.0); 37 } 36 gl_FragColor = vec4((color==1.0)?color:source,1.0); 37 } 38 -
trunk/tools/neercs/video/glow.lolfx
r1905 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 4 4 5 5 void main() 6 7 gl_Position =gl_Vertex;8 gl_TexCoord[0] =gl_MultiTexCoord0;9 6 { 7 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0; 9 } 10 10 11 -- GLSL.Frag -- 11 [frag.glsl] 12 12 13 13 #version 120 … … 18 18 19 19 void main(void) 20 21 gl_FragColor =texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(glow,gl_TexCoord[0].xy)*mix.y;22 20 { 21 gl_FragColor = texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(glow,gl_TexCoord[0].xy)*mix.y; 22 } -
trunk/tools/neercs/video/noise.lolfx
r1905 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 4 4 5 5 void main() 6 7 gl_Position =gl_Vertex;8 gl_TexCoord[0] =gl_MultiTexCoord0;9 6 { 7 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0; 9 } 10 10 11 -- GLSL.Frag -- 11 [frag.glsl] 12 12 13 13 #version 120 … … 21 21 22 22 float rand(in vec2 p,in float t,in float v) 23 23 { 24 24 return fract(sin(dot(p+mod(t,2.0),vec2(12.9898,78.2333)))*v); 25 25 } 26 26 27 27 void main(void) 28 29 vec2 p =gl_FragCoord.xy/screen_size.xy;28 { 29 vec2 p = gl_FragCoord.xy/screen_size.xy; 30 30 31 float r1 =rand(p,time,43758.5453);32 float r2 =rand(p,time,70425.2854);33 vec2 o =(offset-offset*2.0*r1)/screen_size;31 float r1 = rand(p,time,43758.5453); 32 float r2 = rand(p,time,70425.2854); 33 vec2 o = (offset-offset*2.0*r1)/screen_size; 34 34 35 vec3 c=texture2D(texture,p+o).xyz; // offset 36 c*=1.0+(noise-noise*2.0*r1); // noise 37 c-=retrace.x*0.01*mod(p.y*retrace.y+time*retrace.z,1.0); // retrace 38 gl_FragColor=vec4(c,1.0); 39 } 35 vec3 c = texture2D(texture,p+o).xyz; // offset 36 c *= 1.0+(noise-noise*2.0*r1); // noise 37 c -= retrace.x*0.01*mod(p.y*retrace.y+time*retrace.z,1.0); // retrace 38 gl_FragColor = vec4(c,1.0); 39 } 40 -
trunk/tools/neercs/video/postfx.lolfx
r1916 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 4 4 5 5 void main() 6 7 gl_Position =gl_Vertex;8 gl_TexCoord[0] =gl_MultiTexCoord0;9 6 { 7 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0; 9 } 10 10 11 -- GLSL.Frag -- 11 [frag.glsl] 12 12 13 13 #version 120 … … 30 30 31 31 vec2 screen(in vec2 p,in float radius) 32 33 float d =deform.x+sync*0.0625+beat*0.0375;32 { 33 float d = deform.x+sync*0.0625+beat*0.0375; 34 34 return p*(1.5-(radius*cos(p.x*d)+radius*cos(p.y*d)))-0.5; 35 35 } 36 36 37 37 vec3 get_color(in sampler2D tex,in vec2 p) 38 38 { 39 39 return texture2D(tex,clamp(p,-1.0,0.0)).xyz; 40 40 } 41 41 42 42 float letterbox(in vec2 p,in float w,in float radius,in float smooth) 43 43 { 44 44 return 1.0-smoothstep(smooth,1.0,length(max(abs(p*w+w/2.0)-vec2(radius),0.0))+radius); 45 45 } 46 46 47 47 void main(void) 48 49 vec2 q =gl_FragCoord.xy/screen_size.xy;50 vec2 p =-1.0+2.0*gl_FragCoord.xy/screen_size.xy;51 p.y +=0.025*sync;52 vec2 z =screen(p,deform.y);53 vec2 z1 =screen(p,deform.y+ghost1.z*0.01);54 vec2 z2 =screen(p,deform.y+ghost2.z*0.01);55 float mask =q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0);48 { 49 vec2 q = gl_FragCoord.xy/screen_size.xy; 50 vec2 p = -1.0+2.0*gl_FragCoord.xy/screen_size.xy; 51 p.y += 0.025*sync; 52 vec2 z = screen(p,deform.y); 53 vec2 z1 = screen(p,deform.y+ghost1.z*0.01); 54 vec2 z2 = screen(p,deform.y+ghost2.z*0.01); 55 float mask = q.x*(6.0-q.x*6.0)*q.y*(6.0-q.y*6.0); 56 56 57 vec3 source =get_color(texture,z);58 vec3 g1 =get_color(texture,z1-ghost1.xy*0.01);59 vec3 g2 =get_color(texture,z2-ghost2.xy*0.01);57 vec3 source = get_color(texture,z); 58 vec3 g1 = get_color(texture,z1-ghost1.xy*0.01); 59 vec3 g2 = get_color(texture,z2-ghost2.xy*0.01); 60 60 61 vec3 c =source+g1*ghost1.w+g2*ghost2.w; // mix61 vec3 c = source+g1*ghost1.w+g2*ghost2.w; // mix 62 62 63 float v =aberration/float(screen_size.x);//+aberration/float(screen_size.x)*(2.0-mask);64 vec3 ca1 =get_color(texture,vec2(z.x-v,z.y));65 vec3 ca2 =get_color(texture,vec2(z.x+v,z.y));66 c +=vec3(ca1.x,c.y,ca2.z); // chromatic aberration63 float v = aberration/float(screen_size.x);//+aberration/float(screen_size.x)*(2.0-mask); 64 vec3 ca1 = get_color(texture,vec2(z.x-v,z.y)); 65 vec3 ca2 = get_color(texture,vec2(z.x+v,z.y)); 66 c += vec3(ca1.x,c.y,ca2.z); // chromatic aberration 67 67 68 c*=moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h 69 c*=moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z))*sin(0.5+z.y*float(screen_size.y*moire_v.w)); // moire v 70 c*=scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h 71 c*=scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v 72 c*=mix(1.0,mask,vignetting); // vignetting 73 c*=letterbox(z,corner.x+2.0,corner.y,corner.z); // corner 74 gl_FragColor=vec4(c,1.0); 75 } 68 c *= moire_h.x+moire_h.y*sin(z.y*float(screen_size.y*moire_h.z))*sin(0.5+z.x*float(screen_size.x*moire_h.w)); // moire h 69 c *= moire_v.x+moire_v.y*sin(z.x*float(screen_size.x*moire_v.z))*sin(0.5+z.y*float(screen_size.y*moire_v.w)); // moire v 70 c *= scanline_h.x+scanline_h.y*cos(z.y*float(screen_size.y*scanline_h.z+scanline_h.w)); // scanline h 71 c *= scanline_v.x+scanline_v.y*cos(z.x*float(screen_size.x*scanline_v.z+scanline_v.w)); // scanline v 72 c *= mix(1.0,mask,vignetting); // vignetting 73 c *= letterbox(z,corner.x+2.0,corner.y,corner.z); // corner 74 gl_FragColor = vec4(c,1.0); 75 } 76 -
trunk/tools/neercs/video/remanency.lolfx
r1905 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 4 4 5 5 void main() 6 7 gl_Position =gl_Vertex;8 gl_TexCoord[0] =gl_MultiTexCoord0;9 6 { 7 gl_Position = gl_Vertex; 8 gl_TexCoord[0] = gl_MultiTexCoord0; 9 } 10 10 11 -- GLSL.Frag -- 11 [frag.glsl] 12 12 13 13 #version 120 … … 18 18 19 19 void main(void) 20 { 21 gl_FragColor=texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(buffer,gl_TexCoord[0].xy)*mix.y; 22 } 20 { 21 gl_FragColor = texture2D(source,gl_TexCoord[0].xy)*mix.x+texture2D(buffer,gl_TexCoord[0].xy)*mix.y; 22 } 23 -
trunk/tools/neercs/video/simple.lolfx
r1905 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 4 4 5 5 void main() 6 6 { 7 7 gl_Position = gl_Vertex; 8 8 gl_TexCoord[0] = gl_MultiTexCoord0; 9 9 } 10 10 11 -- GLSL.Frag -- 11 [frag.glsl] 12 12 13 13 #version 120 … … 16 16 17 17 void main(void) 18 18 { 19 19 gl_FragColor = texture2D(texture, gl_TexCoord[0].xy); 20 } 20 } 21 -
trunk/tools/neercs/video/text.lolfx
r1922 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 130 … … 62 62 } 63 63 64 -- GLSL.Frag -- 64 [frag.glsl] 65 65 66 66 #version 130 -
trunk/tutorial/01_triangle.lolfx
r1518 r1928 1 -- GLSL.Vert -- 1 /* 2 * Awesome triangle shader 3 */ 2 4 5 technique Triangle 6 { 7 pass FirstPass 8 { 9 vertexshader = vert; 10 pixelshader = frag; 11 } 12 } 13 14 [vert.glsl] 3 15 #version 120 4 16 … … 10 22 } 11 23 12 -- GLSL.Frag -- 13 24 [frag.glsl] 14 25 #version 120 15 26 … … 19 30 } 20 31 21 -- HLSL.Vert -- 22 32 [vert.hlsl] 23 33 void main(float2 in_Position : POSITION, 24 34 out float4 out_Position : POSITION) … … 27 37 } 28 38 29 -- HLSL.Frag -- 30 39 [frag.hlsl] 31 40 void main(out float4 out_FragColor : COLOR) 32 41 { -
trunk/tutorial/02_cube.lolfx
r1518 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 … … 14 14 } 15 15 16 -- GLSL.Frag -- 16 [frag.glsl] 17 17 18 18 #version 120 … … 25 25 } 26 26 27 -- HLSL.Vert -- 27 [vert.hlsl] 28 28 29 29 void main(float3 in_Vertex : POSITION, … … 37 37 } 38 38 39 -- HLSL.Frag -- 39 [frag.hlsl] 40 40 41 41 void main(float3 pass_Color : COLOR, -
trunk/tutorial/03_noise.lolfx
r1863 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 … … 43 43 } 44 44 45 -- GLSL.Frag -- 45 [frag.glsl] 46 46 47 47 #version 120 … … 135 135 } 136 136 137 -- HLSL.Vert -- 137 [vert.hlsl] 138 138 139 139 float mod289(float x) … … 174 174 } 175 175 176 -- HLSL.Frag -- 176 [frag.hlsl] 177 177 178 178 float4 mod289(float4 x) -
trunk/tutorial/08_fbo.lolfx
r1817 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 … … 13 13 } 14 14 15 -- GLSL.Frag -- 15 [frag.glsl] 16 16 17 17 #version 120 … … 51 51 } 52 52 53 -- HLSL.Vert -- 53 [vert.hlsl] 54 54 55 55 void main(float2 in_Position : POSITION, … … 61 61 } 62 62 63 -- HLSL.Frag -- 63 [frag.hlsl] 64 64 65 65 void main(in float2 pass_Position : TEXCOORD0, -
trunk/tutorial/11_fractal.lolfx
r1690 r1928 1 -- GLSL.Vert -- 1 [vert.glsl] 2 2 3 3 #version 120 … … 50 50 } 51 51 52 -- GLSL.Frag -- 52 [frag.glsl] 53 53 54 54 #version 120 … … 132 132 } 133 133 134 -- HLSL.Vert -- 134 [vert.hlsl] 135 135 136 136 void main(float2 a_Vertex : POSITION, … … 167 167 } 168 168 169 -- HLSL.Frag -- 169 [frag.hlsl] 170 170 171 171 void main(in float4 v_CenterX : TEXCOORD0,
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