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This commit is contained in:
Anuken
2020-06-11 12:03:27 -04:00
parent 2a9008f042
commit 732769524c
40 changed files with 4458 additions and 4867 deletions

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@@ -1,17 +1,9 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
uniform float BloomIntensity;
uniform float OriginalIntensity;
uniform lowp sampler2D u_texture0;
uniform lowp sampler2D u_texture1;
uniform lowp float BloomIntensity;
uniform lowp float OriginalIntensity;
varying MED vec2 v_texCoords;
varying vec2 v_texCoords;
void main(){
vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;

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@@ -1,21 +1,14 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
uniform lowp sampler2D u_texture;
varying vec2 v_texCoords0;
varying vec2 v_texCoords1;
varying vec2 v_texCoords2;
varying vec2 v_texCoords3;
varying vec2 v_texCoords4;
const float center = 0.2270270270;
const float close = 0.3162162162;
const float far = 0.0702702703;
void main(){
gl_FragColor = far * texture2D(u_texture, v_texCoords0)
+ close * texture2D(u_texture, v_texCoords1)

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@@ -1,14 +1,8 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
uniform lowp sampler2D u_texture0;
uniform lowp vec2 threshold;
varying vec2 v_texCoords;
void main(){
vec4 color = texture2D(u_texture0, v_texCoords);
if(color.r + color.g + color.b > 0.5 * 3.0){

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@@ -1,17 +1,9 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform sampler2D u_texture1;
uniform float BloomIntensity;
uniform float OriginalIntensity;
uniform lowp sampler2D u_texture0;
uniform lowp sampler2D u_texture1;
uniform lowp float BloomIntensity;
uniform lowp float OriginalIntensity;
varying MED vec2 v_texCoords;
varying vec2 v_texCoords;
void main(){
vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;

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@@ -1,18 +1,13 @@
#ifdef GL_ES
#define MED mediump
#else
#define MED
#endif
attribute vec4 a_position;
attribute vec4 a_position;
attribute vec2 a_texCoord0;
uniform vec2 dir;
uniform vec2 size;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
varying vec2 v_texCoords0;
varying vec2 v_texCoords1;
varying vec2 v_texCoords2;
varying vec2 v_texCoords3;
varying vec2 v_texCoords4;
const vec2 futher = vec2(3.2307692308, 3.2307692308);
const vec2 closer = vec2(1.3846153846, 1.3846153846);

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@@ -1,21 +1,14 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture;
varying MED vec2 v_texCoords0;
varying MED vec2 v_texCoords1;
varying MED vec2 v_texCoords2;
varying MED vec2 v_texCoords3;
varying MED vec2 v_texCoords4;
uniform lowp sampler2D u_texture;
varying vec2 v_texCoords0;
varying vec2 v_texCoords1;
varying vec2 v_texCoords2;
varying vec2 v_texCoords3;
varying vec2 v_texCoords4;
const float center = 0.2270270270;
const float close = 0.3162162162;
const float far = 0.0702702703;
void main(){
gl_FragColor.rgb = far * texture2D(u_texture, v_texCoords0).rgb
+ close * texture2D(u_texture, v_texCoords1).rgb

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@@ -1,14 +1,6 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
uniform lowp sampler2D u_texture0;
uniform lowp vec2 threshold;
varying vec2 v_texCoords;
void main(){
vec4 tex = texture2D(u_texture0, v_texCoords);

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@@ -1,11 +1,6 @@
#ifdef GL_ES
#define MED mediump
#else
#define MED
#endif
attribute vec4 a_position;
attribute vec4 a_position;
attribute vec2 a_texCoord0;
varying MED vec2 v_texCoords;
varying vec2 v_texCoords;
void main(){
v_texCoords = a_texCoord0;

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@@ -1,14 +1,6 @@
#ifdef GL_ES
#define LOWP lowp
#define MED mediump
precision lowp float;
#else
#define LOWP
#define MED
#endif
uniform sampler2D u_texture0;
uniform vec2 threshold;
varying MED vec2 v_texCoords;
uniform lowp sampler2D u_texture0;
uniform lowp vec2 threshold;
varying mediump vec2 v_texCoords;
void main(){
gl_FragColor.rgb = (texture2D(u_texture0, v_texCoords).rgb - vec3(threshold.x)) * threshold.y;

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
const float PI = 3.14159265359;
const float MAX = 10000.0;

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;
uniform vec4 u_color;

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@@ -1,6 +1,3 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec3 v_texCoords;

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@@ -1,7 +1,3 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;

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@@ -1,7 +1,3 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform sampler2D u_texture;
uniform vec4 u_ambient;

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@@ -1,7 +1,3 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_col;
void main(){

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@@ -1,6 +1,3 @@
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_col;
varying vec4 v_position;

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@@ -0,0 +1,8 @@
uniform sampler2D u_texture;
varying vec2 v_texCoord;
void main(){
gl_FragColor = texture2D(u_texture, v_texCoord);
}

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision highp float;
precision highp int;
#endif
#define MAX_HITS 64
#define HIT_RADIUS 12.0
#define ALPHA 0.18

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
//shades of slag
#define S2 vec3(100.0, 93.0, 49.0) / 100.0
#define S1 vec3(100.0, 60.0, 25.0) / 100.0

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
#define NSCALE 180.0 / 2.0
uniform sampler2D u_texture;

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
#define step 3.0
uniform sampler2D u_texture;

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@@ -1,8 +1,3 @@
#ifdef GL_ES
precision highp float;
precision mediump int;
#endif
uniform sampler2D u_texture;
uniform vec2 u_campos;

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