Catching up with Lindies part 2

This commit is contained in:
Siana Gearz
2012-03-25 09:38:36 +02:00
parent 196e9d6c78
commit 3f0f955a76
113 changed files with 801 additions and 516 deletions

View File

@@ -26,7 +26,9 @@
#extension GL_ARB_texture_rectangle : enable
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2DRect diffuseMap;
@@ -46,7 +48,7 @@ void main()
float lum = smoothstep(minLuminance, minLuminance+1.0, dot(col.rgb, lumWeights ) );
float warmth = smoothstep(minLuminance, minLuminance+1.0, max(col.r * warmthWeights.r, max(col.g * warmthWeights.g, col.b * warmthWeights.b)) );
gl_FragColor.rgb = col.rgb;
gl_FragColor.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
frag_color.rgb = col.rgb;
frag_color.a = max(col.a, mix(lum, warmth, warmthAmount) * maxExtractAlpha);
}

View File

@@ -24,7 +24,9 @@
*/
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 gl_FragColor;
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
uniform sampler2D diffuseMap;
@@ -51,5 +53,5 @@ void main()
col += kern.y * texture2D(diffuseMap, vary_texcoord2.zw);
col += kern.x * texture2D(diffuseMap, vary_texcoord3.zw);
gl_FragColor = vec4(col.rgb * glowStrength, col.a);
frag_color = vec4(col.rgb * glowStrength, col.a);
}