remove old shaders

This commit is contained in:
Alula 2022-02-27 03:43:49 +01:00
parent e216110864
commit 464ea6f194
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GPG Key ID: 3E00485503A1D8BA
3 changed files with 0 additions and 90 deletions

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#version 330
varying vec4 color;
varying vec4 frag_color;
void main() {
frag_color = color;
}

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#version 150 core
uniform sampler2D t_Texture;
in vec2 v_Uv;
in vec4 v_Color;
out vec4 Target0;
layout (std140) uniform Globals {
mat4 u_MVP;
};
layout (std140) uniform WaterShaderParams {
vec2 u_Resolution;
vec2 u_FramePos;
float u_Tick;
};
void main() {
vec2 wave = v_Uv;
wave.x += sin((-u_FramePos.y / u_Resolution.y + v_Uv.x * 16.0) + u_Tick / 20.0) * 2.0 / u_Resolution.x;
wave.y -= cos((-u_FramePos.x / u_Resolution.x + v_Uv.y * 16.0) + u_Tick / 5.0) * 2.0 / u_Resolution.y;
float off = 0.4 / u_Resolution.y;
vec4 color = texture(t_Texture, wave);
color.r = texture(t_Texture, wave + off).r;
color.b = texture(t_Texture, wave - off).b;
Target0 = (vec4(0.4, 0.6, 0.8, 1.0) * 0.3) + (color * v_Color * 0.7);
}

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#version 300 es
precision mediump float;
uniform sampler2D t_Texture;
in vec2 v_Uv;
in vec4 v_Color;
out vec4 Target0;
layout (std140) uniform Globals {
mat4 u_MVP;
};
layout (std140) uniform WaterShaderParams {
vec2 u_Resolution;
vec2 u_FramePos;
float u_Tick;
};
void main() {
vec2 wave = v_Uv;
wave.x += sin((-u_FramePos.y / u_Resolution.y + v_Uv.x * 16.0) + u_Tick / 20.0) * 2.0 / u_Resolution.x;
wave.y -= cos((-u_FramePos.x / u_Resolution.x + v_Uv.y * 16.0) + u_Tick / 5.0) * 2.0 / u_Resolution.y;
float off = 0.4 / u_Resolution.y;
vec4 color = texture(t_Texture, wave);
color.r = texture(t_Texture, wave + off).r;
color.b = texture(t_Texture, wave - off).b;
Target0 = (vec4(0.4, 0.6, 0.8, 1.0) * 0.3) + (color * v_Color * 0.7);
}
/*
precision mediump float;
uniform sampler2D t_Texture;
varying vec2 v_Uv;
varying vec4 v_Color;
uniform mat4 u_MVP;
uniform vec2 u_Resolution;
uniform vec2 u_FramePos;
uniform float u_Tick;
void main() {
vec2 wave = v_Uv;
wave.x += sin((-u_FramePos.y / u_Resolution.y + v_Uv.x * 16.0) + u_Tick / 20.0) * 2.0 / u_Resolution.x;
wave.y -= cos((-u_FramePos.x / u_Resolution.x + v_Uv.y * 16.0) + u_Tick / 5.0) * 2.0 / u_Resolution.y;
float off = 0.4 / u_Resolution.y;
vec4 color = texture2D(t_Texture, wave);
color.r = texture2D(t_Texture, wave + off).r;
color.b = texture2D(t_Texture, wave - off).b;
gl_FragColor = (vec4(0.4, 0.6, 0.8, 1.0) * 0.3) + (color * v_Color * 0.7);
}*/