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authorSimon Robertshaw <simon@hardwired.org.uk>2011-10-22 18:24:32 (GMT)
committer Simon Robertshaw <simon@hardwired.org.uk>2011-10-22 18:24:32 (GMT)
commit014c1fbad669b0cf1abd881e696f0c7e432b3707 (patch)
tree049005945e5e63aad3a5d856e24058f5152fa9a9 /includes
parentba59ba8b7c9fc12ba9ff349c1d35d73fbfc54624 (diff)
downloadpowder-014c1fbad669b0cf1abd881e696f0c7e432b3707.zip
powder-014c1fbad669b0cf1abd881e696f0c7e432b3707.tar.gz
Embed shaders
Diffstat (limited to 'includes')
-rw-r--r--includes/graphics.h44
1 files changed, 42 insertions, 2 deletions
diff --git a/includes/graphics.h b/includes/graphics.h
index a570396..962a04e 100644
--- a/includes/graphics.h
+++ b/includes/graphics.h
@@ -193,14 +193,54 @@ void ogl_blit(int x, int y, int w, int h, pixel *src, int pitch, int scale);
#endif
#ifdef INCLUDE_SHADERS
-const char * fragment = "uniform sampler2D fireAlpha;\
+const char * fireFragment = "uniform sampler2D fireAlpha;\
void main () {\
vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\
gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\
}";
-const char * vertex = "void main(void)\
+const char * fireVertex = "void main(void)\
{\
gl_Position = ftransform();;\
gl_FrontColor = gl_Color;\
}";
+const char * lensFragment = "uniform sampler2D pTex;\
+uniform sampler2D tfX;\
+uniform sampler2D tfY;\
+uniform float xres = 612.0;\
+uniform float yres = 384.0;\
+void main () {\
+ vec4 transformX = texture2D(tfX, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
+ vec4 transformY = -texture2D(tfY, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
+ transformX.r /= xres;\
+ transformY.g /= yres;\
+ vec4 texColor = vec4(\
+ texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).r,\
+ texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.875, transformY.g*0.875)).g,\
+ texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r, transformY.g)).b,\
+ 1.0\
+ );\
+ gl_FragColor = texColor;\
+}";
+const char * lensVertex = "void main(void)\
+{\
+ gl_TexCoord[0] = gl_MultiTexCoord0;\
+ gl_Position = ftransform();;\
+ gl_FrontColor = gl_Color;\
+}";
+const char * airFragment = "uniform sampler2D airX;\
+uniform sampler2D airY;\
+uniform sampler2D airP;\
+void main () {\
+ vec4 texX = texture2D(airX, gl_TexCoord[0].st);\
+ vec4 texY = texture2D(airY, gl_TexCoord[0].st);\
+ vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
+ gl_FragColor = vec4(abs(texX.r)/2.0, texP.b/2.0, abs(texY.g)/2.0, 1.0);\
+}";
+const char * airVertex = "void main(void)\
+{\
+ gl_TexCoord[0] = gl_MultiTexCoord0;\
+ gl_Position = ftransform();;\
+ gl_FrontColor = gl_Color;\
+}";
+
#endif