add missing shaders

This commit is contained in:
milek7
2018-10-18 20:42:00 +02:00
parent 9f79d26062
commit 48d5a2f591
2 changed files with 53 additions and 0 deletions

25
shaders/celestial.frag Normal file
View File

@@ -0,0 +1,25 @@
in vec2 f_coord;
#texture (tex1, 0, sRGB_A)
uniform sampler2D tex1;
#include <common>
#include <tonemapping.glsl>
layout(location = 0) out vec4 out_color;
#if MOTIONBLUR_ENABLED
layout(location = 1) out vec4 out_motion;
#endif
void main()
{
vec4 tex_color = texture(tex1, f_coord);
#if POSTFX_ENABLED
out_color = tex_color * param[0];
#else
out_color = tonemap(tex_color * param[0]);
#endif
#if MOTIONBLUR_ENABLED
out_motion = vec4(0.0f);
#endif
}

28
shaders/celestial.vert Normal file
View File

@@ -0,0 +1,28 @@
const vec2 vert[4] = vec2[]
(
vec2(-1.0, 1.0),
vec2(-1.0, -1.0),
vec2( 1.0, 1.0),
vec2( 1.0, -1.0)
);
out vec2 f_coord;
#include <common>
void main()
{
gl_Position = projection * (vec4(param[1].xyz, 1.0) + vec4(vert[gl_VertexID] * param[1].w, 0.0, 0.0));
vec2 coord = param[2].xy;
float size = param[2].z;
if (gl_VertexID == 0)
f_coord = vec2(coord.x, coord.y);
if (gl_VertexID == 1)
f_coord = vec2(coord.x, coord.y - size);
if (gl_VertexID == 2)
f_coord = vec2(coord.x + size, coord.y);
if (gl_VertexID == 3)
f_coord = vec2(coord.x + size, coord.y - size);
}