Attempt to fix effect shaders

This commit is contained in:
Siana Gearz
2012-08-30 02:58:50 +02:00
parent 32f9cbb11d
commit be2598bc4c
4 changed files with 19 additions and 10 deletions

View File

@@ -8,7 +8,9 @@
#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 tex0;
@@ -18,6 +20,6 @@ VARYING vec2 vary_texcoord0;
void main(void)
{
vec3 color = pow(floor(pow(vec3(texture2D(tex0, vary_texcoord0.st)),vec3(.6)) * layerCount)/layerCount,vec3(1.66666));
gl_FragColor = vec4(color, 1.0);
vec3 color = pow(floor(pow(vec3(texture2DRect(tex0, vary_texcoord0.st)),vec3(.6)) * layerCount)/layerCount,vec3(1.66666));
frag_color = vec4(color, 1.0);
}

View File

@@ -8,9 +8,12 @@
#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 tex0;
uniform float brightness;
uniform float contrast;
@@ -38,5 +41,5 @@ void main(void)
/// Modulate saturation
color = mix(vec3(dot(color, lumWeights)), color, saturation);
gl_FragColor = vec4(color, 1.0);
frag_color = vec4(color, 1.0);
}

View File

@@ -1,7 +1,9 @@
#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 tex0;
@@ -31,5 +33,5 @@ void main(void)
color += weight.z * vec3(texture2DRect(tex0, vec2(vary_texcoord0.s,vary_texcoord0.t+offset.t)));
color += weight.z * vec3(texture2DRect(tex0, vec2(vary_texcoord0.s,vary_texcoord0.t-offset.t)));
}
gl_FragColor = vec4(color.xyz,1.0);
}
frag_color = vec4(color.xyz,1.0);
}

View File

@@ -8,7 +8,9 @@
#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 tex0;
@@ -48,5 +50,5 @@ void main(void)
outColor += noiseValue;
gl_FragColor = vec4(outColor, 1.0);
frag_color = vec4(outColor, 1.0);
}