Reviewed shaders comment wording (#4793)

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jordan4ibanez 2025-02-25 08:26:52 -05:00 • committed by GitHub
commit 7cae259a6d
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GPG key ID: B5690EEEBB952194
77 changed files with 77 additions and 77 deletions

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
uniform vec2 leftLensCenter; uniform vec2 leftLensCenter;
uniform vec2 rightLensCenter; uniform vec2 rightLensCenter;
uniform vec2 leftScreenCenter; uniform vec2 leftScreenCenter;

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@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
uniform vec2 leftLensCenter = vec2(0.288, 0.5); uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5); uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5); uniform vec2 leftScreenCenter = vec2(0.25, 0.5);

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@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
#define MAX_LIGHTS 4 #define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0 #define LIGHT_DIRECTIONAL 0

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@ -17,7 +17,7 @@ out vec3 fragPosition;
out vec4 fragColor; out vec4 fragColor;
out vec3 fragNormal; out vec3 fragNormal;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

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@ -5,7 +5,7 @@ precision mediump float;
// Input uniform values // Input uniform values
uniform vec4 color; uniform vec4 color;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

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@ -7,7 +7,7 @@ attribute vec3 vertexPosition;
uniform mat4 mvp; uniform mat4 mvp;
uniform float currentTime; uniform float currentTime;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

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@ -6,7 +6,7 @@ uniform vec4 color;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

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@ -7,7 +7,7 @@ in vec3 vertexPosition;
uniform mat4 mvp; uniform mat4 mvp;
uniform float currentTime; uniform float currentTime;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

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@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord; varying vec2 fragTexCoord;
varying vec4 fragColor; varying vec4 fragColor;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
const vec2 size = vec2(800, 450); // render size const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code // NOTE: Render size values must be passed from code
const float renderWidth = 800.0; const float renderWidth = 800.0;

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
float hatchOffsetY = 5.0; float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9; float lumThreshold01 = 0.9;

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code // NOTE: Render size values must be passed from code
const float renderWidth = 800.0; const float renderWidth = 800.0;

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; // Depth texture uniform sampler2D texture0; // Depth texture
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
const float PI = 3.1415926535; const float PI = 3.1415926535;

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@ -12,7 +12,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
#define MAX_LIGHTS 4 #define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0 #define LIGHT_DIRECTIONAL 0

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
void main() void main()
{ {

View file

@ -12,7 +12,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 colDiffuse; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add your custom variables here
#define MAX_LIGHTS 4 #define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0 #define LIGHT_DIRECTIONAL 0

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