Clean GLSL fragment shader out.

This commit is contained in:
LuisAntonRebollo 2014-11-30 22:56:30 +01:00
parent 87f34e3c4f
commit ed0febea39
135 changed files with 451 additions and 239 deletions

View file

@ -34,6 +34,8 @@ uniform sampler2D edgesMap;
uniform sampler2D edgesMapL;
uniform sampler2D areaMap;
out vec4 OUT_col;
#include "./functions.glsl"
@ -77,5 +79,5 @@ void main()
areas.ba = Area(abs(d), e1, e2);
}
OUT_FragColor0 = areas;
OUT_col = areas;
}

View file

@ -39,6 +39,8 @@ uniform float depthThreshold;
in vec2 texcoord;
in vec4 offset[2];
out vec4 OUT_col;
void main()
{
// Luma calculation requires gamma-corrected colors (texture 'colorMapG').
@ -70,5 +72,5 @@ void main()
if (dot(edges, vec4(1.0)) == 0.0)
discard;
OUT_FragColor0 = edges;
OUT_col = edges;
}

View file

@ -40,6 +40,7 @@ uniform sampler2D areaMap;
uniform sampler2D edgesMapL;
#include "./functions.glsl"
out vec4 OUT_col;
void main()
{
@ -83,5 +84,5 @@ void main()
#endif
// Normalize the resulting color and we are finished!
OUT_FragColor0 = color / sum;
OUT_col = color / sum;
}