diff options
Diffstat (limited to 'advanced_opengl/10.antialiasing/shaders')
-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; |