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

@ -30,6 +30,8 @@ uniform float gaussMultiplier;
uniform float gaussMean;
uniform float gaussStdDev;
out vec4 OUT_col;
#define PI 3.141592654
float computeGaussianValue( float x, float mean, float std_deviation )
@ -66,5 +68,5 @@ void main()
color += (texture( inputTex, IN_uv0 + vec2( offset, 0.0f ) ) * weight );
}
OUT_FragColor0 = vec4( color.rgb, 1.0f );
OUT_col = vec4( color.rgb, 1.0f );
}

View file

@ -30,6 +30,8 @@ uniform float gaussMultiplier;
uniform float gaussMean;
uniform float gaussStdDev;
out vec4 OUT_col;
#define D3DX_PI 3.141592654
float computeGaussianValue( float x, float mean, float std_deviation )
@ -65,5 +67,5 @@ void main()
color += (texture( inputTex, IN_uv0 + vec2( 0.0f, offset ) ) * weight );
}
OUT_FragColor0 = vec4( color.rgb, 1.0f );
OUT_col = vec4( color.rgb, 1.0f );
}

View file

@ -33,6 +33,8 @@ uniform float g_fMiddleGray;
const vec3 LUMINANCE_VECTOR = vec3(0.3125f, 0.6154f, 0.0721f);
out vec4 OUT_col;
const vec2 gTapOffsets[4] = vec2[]
(
@ -59,5 +61,5 @@ void main()
average = vec4( 0.0f, 0.0f, 0.0f, 1.0f );
// Write the colour to the bright-pass render target
OUT_FragColor0 = hdrEncode( average );
OUT_col = hdrEncode( average );
}

View file

@ -30,6 +30,8 @@ uniform sampler2D lastAdaptedLum;
uniform float adaptRate;
uniform float deltaTime;
out vec4 OUT_col;
void main()
{
float fAdaptedLum = texture( lastAdaptedLum, vec2(0.5f, 0.5f) ).r;
@ -42,5 +44,5 @@ void main()
float diff = fCurrentLum - fAdaptedLum;
float fNewAdaptation = fAdaptedLum + ( diff * ( 1.0 - exp( -deltaTime * adaptRate ) ) );
OUT_FragColor0 = vec4( fNewAdaptation, 0.0, 0.0, 1.0f );
OUT_col = vec4( fNewAdaptation, 0.0, 0.0, 1.0f );
}

View file

@ -30,6 +30,8 @@ in vec4 texCoords[8];
uniform sampler2D inputTex;
out vec4 OUT_col;
//-----------------------------------------------------------------------------
// Main
//-----------------------------------------------------------------------------
@ -44,5 +46,5 @@ void main()
_sample += texture( inputTex, IN_texCoords[i].zw );
}
OUT_FragColor0 = _sample / 16;
OUT_col = _sample / 16;
}

View file

@ -43,6 +43,8 @@ uniform float g_fBloomScale;
uniform float g_fOneOverGamma;
out vec4 OUT_col;
void main()
{
@ -92,5 +94,5 @@ void main()
// Apply gamma correction
_sample.rgb = pow( abs(_sample.rgb), vec3(g_fOneOverGamma) );
OUT_FragColor0 = _sample;
OUT_col = _sample;
}

View file

@ -28,6 +28,8 @@
uniform sampler2D inputTex;
uniform float brightPassThreshold;
out vec4 OUT_col;
void main()
{
vec4 _sample = hdrDecode( texture( inputTex, IN_uv0 ) );
@ -36,5 +38,5 @@ void main()
float lum = hdrLuminance( _sample.rgb );
// Write the colour to the bright-pass render target
OUT_FragColor0 = ( vec4( lum.rrr, 1 ) );
OUT_col = ( vec4( lum.rrr, 1 ) );
}

View file

@ -29,6 +29,8 @@ uniform vec2 texSize0;
uniform float g_fMinLuminace;
out vec4 OUT_col;
const vec2 gTapOffsets[9] = vec2[]
(
vec2( -1.0, -1.0 ), vec2( 0.0, -1.0 ), vec2( 1.0, -1.0 ),
@ -56,5 +58,5 @@ void main()
average = exp( average / 9.0 );
OUT_FragColor0 = vec4( average, 0.0, 0.0, 1.0 );
OUT_col = vec4( average, 0.0, 0.0, 1.0 );
}

View file

@ -26,6 +26,7 @@
uniform sampler2D inputTex;
uniform vec2 oneOverTargetSize;
out vec4 OUT_col;
const vec2 gTapOffsets[16] = vec2[]
(
@ -47,5 +48,5 @@ void main()
average += lum;
}
OUT_FragColor0 = vec4( average / 16.0, 0.0, 0.0, 1.0 );
OUT_col = vec4( average / 16.0, 0.0, 0.0, 1.0 );
}