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https://github.com/doukutsu-rs/doukutsu-rs
synced 2025-01-06 02:56:41 +00:00
remove old shaders
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e216110864
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464ea6f194
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@ -1,8 +0,0 @@
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#version 330
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varying vec4 color;
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varying vec4 frag_color;
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void main() {
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frag_color = color;
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}
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@ -1,28 +0,0 @@
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#version 150 core
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uniform sampler2D t_Texture;
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in vec2 v_Uv;
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in vec4 v_Color;
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out vec4 Target0;
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layout (std140) uniform Globals {
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mat4 u_MVP;
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};
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layout (std140) uniform WaterShaderParams {
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vec2 u_Resolution;
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vec2 u_FramePos;
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float u_Tick;
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};
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void main() {
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vec2 wave = v_Uv;
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wave.x += sin((-u_FramePos.y / u_Resolution.y + v_Uv.x * 16.0) + u_Tick / 20.0) * 2.0 / u_Resolution.x;
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wave.y -= cos((-u_FramePos.x / u_Resolution.x + v_Uv.y * 16.0) + u_Tick / 5.0) * 2.0 / u_Resolution.y;
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float off = 0.4 / u_Resolution.y;
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vec4 color = texture(t_Texture, wave);
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color.r = texture(t_Texture, wave + off).r;
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color.b = texture(t_Texture, wave - off).b;
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Target0 = (vec4(0.4, 0.6, 0.8, 1.0) * 0.3) + (color * v_Color * 0.7);
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}
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@ -1,54 +0,0 @@
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#version 300 es
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precision mediump float;
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uniform sampler2D t_Texture;
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in vec2 v_Uv;
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in vec4 v_Color;
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out vec4 Target0;
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layout (std140) uniform Globals {
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mat4 u_MVP;
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};
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layout (std140) uniform WaterShaderParams {
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vec2 u_Resolution;
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vec2 u_FramePos;
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float u_Tick;
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};
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void main() {
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vec2 wave = v_Uv;
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wave.x += sin((-u_FramePos.y / u_Resolution.y + v_Uv.x * 16.0) + u_Tick / 20.0) * 2.0 / u_Resolution.x;
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wave.y -= cos((-u_FramePos.x / u_Resolution.x + v_Uv.y * 16.0) + u_Tick / 5.0) * 2.0 / u_Resolution.y;
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float off = 0.4 / u_Resolution.y;
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vec4 color = texture(t_Texture, wave);
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color.r = texture(t_Texture, wave + off).r;
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color.b = texture(t_Texture, wave - off).b;
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Target0 = (vec4(0.4, 0.6, 0.8, 1.0) * 0.3) + (color * v_Color * 0.7);
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}
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/*
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precision mediump float;
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uniform sampler2D t_Texture;
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varying vec2 v_Uv;
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varying vec4 v_Color;
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uniform mat4 u_MVP;
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uniform vec2 u_Resolution;
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uniform vec2 u_FramePos;
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uniform float u_Tick;
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void main() {
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vec2 wave = v_Uv;
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wave.x += sin((-u_FramePos.y / u_Resolution.y + v_Uv.x * 16.0) + u_Tick / 20.0) * 2.0 / u_Resolution.x;
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wave.y -= cos((-u_FramePos.x / u_Resolution.x + v_Uv.y * 16.0) + u_Tick / 5.0) * 2.0 / u_Resolution.y;
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float off = 0.4 / u_Resolution.y;
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vec4 color = texture2D(t_Texture, wave);
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color.r = texture2D(t_Texture, wave + off).r;
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color.b = texture2D(t_Texture, wave - off).b;
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gl_FragColor = (vec4(0.4, 0.6, 0.8, 1.0) * 0.3) + (color * v_Color * 0.7);
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}*/
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