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merge temp

master
MMT 2 years ago
parent
commit
bb5bb2618f
  1. 0
      ellipse.fs
  2. 0
      ellipse.vs
  3. 0
      line.fs
  4. 0
      line.vs
  5. 16
      lineStipple.fs
  6. 16
      lineStipple.vs
  7. 7
      mline.fs
  8. 9
      mline.vs
  9. 11
      target.fs
  10. 12
      target.vs
  11. 0
      text.fs
  12. 0
      text.vs
  13. 6
      zoomgate.fs
  14. 9
      zoomgate.vs

0
ellipse.fs

0
ellipse.vs

0
line.fs

0
line.vs

16
lineStipple.fs

@ -0,0 +1,16 @@
#version 330 core
in vec4 color;
in float dist;
uniform vec2 u_resolution;
uniform float u_dashSize;
uniform float u_gapSize;
out vec4 FragColor;
void main()
{
if (fract(dist / (u_dashSize + u_gapSize)) > u_dashSize/(u_dashSize + u_gapSize))
discard;
FragColor = color;
}

16
lineStipple.vs

@ -0,0 +1,16 @@
#version 330 core
layout (location = 0) in vec3 vertices;
layout (location = 1) in float distances;
uniform vec4 ourColor;
out float dist;
out vec4 color;
uniform mat4 MVP;
void main()
{
dist = distances;
gl_Position = MVP * vec4(vertices,1.0);
color = ourColor;
}

7
mline.fs

@ -0,0 +1,7 @@
#version 330 core
in vec4 color;
out vec4 FragColor;
void main() {
// FragColor = vec4(1.,1.,0., 1.0);
FragColor = color;
}

9
mline.vs

@ -0,0 +1,9 @@
#version 330 core
layout (location = 0) in vec4 vertices;
uniform vec4 ourColor;
out vec4 color;
void main()
{
color = ourColor;
gl_Position = vertices;
}

11
target.fs

@ -0,0 +1,11 @@
#version 330 core
uniform sampler2D texture;
varying vec2 vTexCoord;
varying vec3 color;
void main()
{
if(texture2D(texture, vTexCoord).w == 0)
discard;
gl_FragColor = vec4(color.x,color.y,color.z,1);
}

12
target.vs

@ -0,0 +1,12 @@
#version 330 core
attribute vec4 aPosition;
attribute vec3 aColor;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
varying vec3 color;
void main()
{
color = aColor;
gl_Position = aPosition;
vTexCoord = aTexCoord;
}

0
text.fs

0
text.vs

6
zoomgate.fs

@ -0,0 +1,6 @@
#version 330 core
in vec4 color;
out vec4 FragColor;
void main() {
FragColor = color;
}

9
zoomgate.vs

@ -0,0 +1,9 @@
#version 330 core
layout (location = 0) in vec4 vertices;
uniform vec4 ourColor;
out vec4 color;
void main()
{
color = ourColor;
gl_Position = vertices;
}
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