Refactor assets and config directory

This commit is contained in:
ReenigneArcher
2022-05-11 21:31:31 -04:00
parent ca00949851
commit 68ba1db24a
69 changed files with 89 additions and 74 deletions

View File

@@ -0,0 +1,35 @@
#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
layout(shared) uniform ColorMatrix {
vec4 color_vec_y;
vec4 color_vec_u;
vec4 color_vec_v;
vec2 range_y;
vec2 range_uv;
};
in vec3 uuv;
layout(location = 0) out vec2 color;
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
void main() {
vec3 rgb_left = texture(image, uuv.xz).rgb;
vec3 rgb_right = texture(image, uuv.yz).rgb;
vec3 rgb = (rgb_left + rgb_right) * 0.5;
float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
u = u * range_uv.x + range_uv.y;
v = v * range_uv.x + range_uv.y;
color = vec2(u, v * 224.0f / 256.0f + 0.0625);
}

View File

@@ -0,0 +1,27 @@
#version 300 es
#ifdef GL_ES
precision mediump float;
#endif
uniform float width_i;
out vec3 uuv;
//--------------------------------------------------------------------------------------
// Vertex Shader
//--------------------------------------------------------------------------------------
void main()
{
float idHigh = float(gl_VertexID >> 1);
float idLow = float(gl_VertexID & int(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u_right = idHigh * 2.0;
float u_left = u_right - width_i;
float v = idLow * 2.0;
uuv = vec3(u_left, u_right, v);
gl_Position = vec4(x, y, 0.0, 1.0);
}

View File

@@ -0,0 +1,26 @@
#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
layout(shared) uniform ColorMatrix {
vec4 color_vec_y;
vec4 color_vec_u;
vec4 color_vec_v;
vec2 range_y;
vec2 range_uv;
};
in vec2 tex;
layout(location = 0) out float color;
void main()
{
vec3 rgb = texture(image, tex).rgb;
float y = dot(color_vec_y.xyz, rgb);
color = y * range_y.x + range_y.y;
}

View File

@@ -0,0 +1,14 @@
#version 300 es
#ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D image;
in vec2 tex;
layout(location = 0) out vec4 color;
void main()
{
color = texture(image, tex);
}

View File

@@ -0,0 +1,22 @@
#version 300 es
#ifdef GL_ES
precision mediump float;
#endif
out vec2 tex;
void main()
{
float idHigh = float(gl_VertexID >> 1);
float idLow = float(gl_VertexID & int(1));
float x = idHigh * 4.0 - 1.0;
float y = idLow * 4.0 - 1.0;
float u = idHigh * 2.0;
float v = idLow * 2.0;
gl_Position = vec4(x, y, 0.0, 1.0);
tex = vec2(u, v);
}