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-rw-r--r--advanced_opengl/10.antialiasing/shaders/color.frag (renamed from advanced_opengl/10.antialiasing/shaders/color.fs)3
-rw-r--r--advanced_opengl/10.antialiasing/shaders/color.vert (renamed from advanced_opengl/10.antialiasing/shaders/color.vs)7
-rw-r--r--advanced_opengl/10.antialiasing/shaders/screen.frag (renamed from advanced_opengl/10.antialiasing/shaders/screen.fs)21
-rw-r--r--advanced_opengl/10.antialiasing/shaders/screen.vert (renamed from advanced_opengl/10.antialiasing/shaders/screen.vs)3
4 files changed, 11 insertions, 23 deletions
diff --git a/advanced_opengl/10.antialiasing/shaders/color.fs b/advanced_opengl/10.antialiasing/shaders/color.frag
index 542143e..b4a31df 100644
--- a/advanced_opengl/10.antialiasing/shaders/color.fs
+++ b/advanced_opengl/10.antialiasing/shaders/color.frag
@@ -2,8 +2,7 @@
out vec4 frag_color;
-void
-main(void)
+void main(void)
{
frag_color = vec4(0.76, 0.47, 0.84, 1.0);
}
diff --git a/advanced_opengl/10.antialiasing/shaders/color.vs b/advanced_opengl/10.antialiasing/shaders/color.vert
index ade669b..a8b1247 100644
--- a/advanced_opengl/10.antialiasing/shaders/color.vs
+++ b/advanced_opengl/10.antialiasing/shaders/color.vert
@@ -1,12 +1,11 @@
#version 330 core
layout(location = 0) in vec3 apos;
-uniform mat4 projection;
+uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
-void
-main(void)
+void main(void)
{
- gl_Position = projection*view*model*vec4(apos, 1.0);
+ gl_Position = proj*view*model*vec4(apos, 1.0);
}
diff --git a/advanced_opengl/10.antialiasing/shaders/screen.fs b/advanced_opengl/10.antialiasing/shaders/screen.frag
index 183d490..5ccc843 100644
--- a/advanced_opengl/10.antialiasing/shaders/screen.fs
+++ b/advanced_opengl/10.antialiasing/shaders/screen.frag
@@ -6,15 +6,13 @@ in vec2 tex_coords;
uniform sampler2D texture1;
-vec4
-inversion()
+vec4 inversion()
{
vec4 result = vec4(1.0-vec3(texture(texture1, tex_coords)), 1.0);
return(result);
}
-vec4
-grayscale_average()
+vec4 grayscale_average()
{
vec4 tex_color = texture(texture1, tex_coords);
float average = (tex_color.r+tex_color.g+tex_color.b)/3.0;
@@ -22,8 +20,7 @@ grayscale_average()
return(result);
}
-vec4
-grayscale_weights()
+vec4 grayscale_weights()
{
vec4 tex_color = texture(texture1, tex_coords);
float average = 0.2126*tex_color.r+0.7152*tex_color.g+0.0722*tex_color.b;
@@ -33,8 +30,7 @@ grayscale_weights()
const float offset = 1.0/300.0;
-vec4
-kernel_effect(float[9] kernel)
+vec4 kernel_effect(float[9] kernel)
{
vec2 offsets[9] = vec2[](
vec2(-offset, offset), /* top-left */
@@ -49,13 +45,8 @@ kernel_effect(float[9] kernel)
);
vec3 sample_texture[9];
- for (int offset_index = 0;
- offset_index < 9;
- ++offset_index)
- {
- sample_texture[offset_index] =
- vec3(texture(texture1, tex_coords+offsets[offset_index]));
- }
+ for (int i = 0; i < 9; ++i)
+ sample_texture[i] = vec3(texture(texture1, tex_coords+offsets[i]));
vec3 color = vec3(0.0);
for (int i = 0; i < 9; ++i)
diff --git a/advanced_opengl/10.antialiasing/shaders/screen.vs b/advanced_opengl/10.antialiasing/shaders/screen.vert
index 1f233ee..e473ddd 100644
--- a/advanced_opengl/10.antialiasing/shaders/screen.vs
+++ b/advanced_opengl/10.antialiasing/shaders/screen.vert
@@ -4,8 +4,7 @@ layout(location = 1) in vec2 atex_coords;
out vec2 tex_coords;
-void
-main(void)
+void main(void)
{
gl_Position = vec4(apos, 1.0);
tex_coords = atex_coords;