Remove trailing spaces

This commit is contained in:
raysan5 2021-10-19 14:57:12 +02:00
commit fec0ce34c5
26 changed files with 310 additions and 311 deletions

View file

@ -16,8 +16,8 @@ void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
gl_FragColor = texelColor*colDiffuse;
}

View file

@ -13,14 +13,14 @@ uniform mat4 mvp;
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

View file

@ -19,14 +19,14 @@ const float renderHeight = 450.0;
vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
void main()
{
// Texel color fetching from texture sampler
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;

View file

@ -18,9 +18,9 @@ void main()
// Texel color fetching from texture sampler
vec4 texelColor0 = texture2D(texture0, fragTexCoord);
vec4 texelColor1 = texture2D(texture1, fragTexCoord);
float x = fract(fragTexCoord.s);
float final = smoothstep(divider - 0.1, divider + 0.1, x);
gl_FragColor = mix(texelColor0, texelColor1, final);
}

View file

@ -18,27 +18,27 @@ float lumThreshold02 = 0.7;
float lumThreshold03 = 0.5;
float lumThreshold04 = 0.3;
void main()
void main()
{
vec3 tc = vec3(1.0, 1.0, 1.0);
float lum = length(texture2D(texture0, fragTexCoord).rgb);
if (lum < lumThreshold01)
if (lum < lumThreshold01)
{
if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
}
}
if (lum < lumThreshold02)
if (lum < lumThreshold02)
{
if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
}
}
if (lum < lumThreshold03)
if (lum < lumThreshold03)
{
if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
}
}
if (lum < lumThreshold04)
if (lum < lumThreshold04)
{
if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
}

View file

@ -29,12 +29,12 @@ vec4 PostFX(sampler2D tex, vec2 uv)
int remX = int(mod(cPos.x, size));
int remY = int(mod(cPos.y, size));
if (remX == 0 && remY == 0) tlPos = cPos;
vec2 blPos = tlPos;
blPos.y += (size - 1.0);
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
{
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
@ -45,7 +45,7 @@ vec4 PostFX(sampler2D tex, vec2 uv)
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}
return c;
}

View file

@ -17,21 +17,21 @@ vec2 VectorRotateTime(vec2 v, float speed)
{
float time = uTime*speed;
float localTime = fract(time); // The time domain this works on is 1 sec.
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
// Rotate vector by angle
v -= 0.5;
v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
v += 0.5;
return v;
}
float Rectangle(in vec2 st, in float size, in float fill)
float Rectangle(in vec2 st, in float size, in float fill)
{
float roundSize = 0.5 - size/2.0;
float left = step(roundSize, st.x);
@ -43,7 +43,7 @@ float Rectangle(in vec2 st, in float size, in float fill)
}
void main()
{
{
vec2 fragPos = fragTexCoord;
fragPos.xy += uTime/9.0;
@ -52,7 +52,7 @@ void main()
vec2 fpos = fract(fragPos); // Get the fractional coords
fpos = VectorRotateTime(fpos, 0.2);
float alpha = Rectangle(fpos, 0.216, 1.0);
vec3 color = vec3(0.3, 0.3, 0.3);

View file

@ -20,7 +20,7 @@ void main()
// Linearize depth value
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
// Calculate final fragment color
gl_FragColor = vec4(depth, depth, depth, 1.0f);
}

View file

@ -23,13 +23,13 @@ void main()
// The following two variables need to be set per eye
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
//vec2 tc = LensCenter + Scale*theta1;
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
vec2 tcBlue = LensCenter + Scale*thetaBlue;

View file

@ -11,7 +11,7 @@ precision mediump float;
Each integer is tested to see if it is a prime number. Primes are colored white.
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
You can change the scale variable to make a larger or smaller grid.
You can change the scale variable to make a larger or smaller grid.
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
WARNING: If you make scale too large, your GPU may bog down!
@ -27,11 +27,11 @@ vec4 Colorizer(float counter, float maxSize)
{
float red = 0.0, green = 0.0, blue = 0.0;
float normsize = counter/maxSize;
red = smoothstep(0.3, 0.7, normsize);
green = sin(3.14159*normsize);
blue = 1.0 - smoothstep(0.0, 0.4, normsize);
return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
}
@ -41,7 +41,7 @@ void main()
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
int valuei = int(value);
//if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0);
//else
{

View file

@ -23,7 +23,7 @@ void main()
vec2 uv = vec2(0.0);
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
float d = length(xy);
if (d < (2.0 - maxFactor))
{
d = length(xy * maxFactor);

View file

@ -54,7 +54,7 @@ void main()
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
@ -69,10 +69,10 @@ void main()
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));
// Fog calculation
float dist = length(viewPos - fragPosition);

View file

@ -16,10 +16,10 @@ void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
// Convert texel color to grayscale using NTSC conversion weights
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
// Calculate final fragment color
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
}

View file

@ -52,7 +52,7 @@ void main()
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
*************************************************************************************************/
// The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
@ -70,10 +70,10 @@ void main()
// See http://linas.org/art-gallery/escape/escape.html for more information.
z = ComplexSquare(z) + c;
z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
// Normalize the value so it is between 0 and 1.
float norm = smoothVal/float(MAX_ITERATIONS);

View file

@ -53,17 +53,17 @@ void main()
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL)
if (lights[i].type == LIGHT_DIRECTIONAL)
{
light = -normalize(lights[i].target - lights[i].position);
}
if (lights[i].type == LIGHT_POINT)
if (lights[i].type == LIGHT_POINT)
{
light = normalize(lights[i].position - fragPosition);
}
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb*NdotL;
@ -75,7 +75,7 @@ void main()
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
gl_FragColor = pow(finalColor, vec4(1.0/2.2));
}

View file

@ -14,24 +14,21 @@ uniform vec2 textureSize;
uniform float outlineSize;
uniform vec4 outlineColor;
// Output fragment color
out vec4 finalColor;
void main()
{
vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
vec2 texelScale = vec2(0.0);
vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
vec2 texelScale = vec2(0.0);
texelScale.x = outlineSize/textureSize.x;
texelScale.y = outlineSize/textureSize.y;
// We sample four corner texels, but only for the alpha channel (this is for the outline)
vec4 corners = vec4(0.0);
corners.x = texture2D(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
corners.y = texture2D(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
corners.z = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
corners.w = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
float outline = min(dot(corners, vec4(1.0)), 1.0);
vec4 color = mix(vec4(0.0), outlineColor, outline);
gl_FragColor = mix(color, texel, texel.a);
// We sample four corner texels, but only for the alpha channel (this is for the outline)
vec4 corners = vec4(0.0);
corners.x = texture2D(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
corners.y = texture2D(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
corners.z = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
corners.w = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
float outline = min(dot(corners, vec4(1.0)), 1.0);
vec4 color = mix(vec4(0.0), outlineColor, outline);
gl_FragColor = mix(color, texel, texel.a);
}

View file

@ -20,9 +20,9 @@ void main()
// Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255].
int index = int(texelColor.r*255.0);
ivec3 color = ivec3(0);
// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
// a constantmust be used, so this logic...
if (index == 0) color = palette[0];

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add here your custom variables
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;
@ -19,13 +19,13 @@ const float renderHeight = 450.0;
float pixelWidth = 5.0;
float pixelHeight = 5.0;
void main()
{
void main()
{
float dx = pixelWidth*(1.0/renderWidth);
float dy = pixelHeight*(1.0/renderHeight);
vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
vec3 tc = texture2D(texture0, coord).rgb;
gl_FragColor = vec4(tc, 1.0);

View file

@ -15,15 +15,15 @@ uniform vec4 colDiffuse;
float gamma = 0.6;
float numColors = 8.0;
void main()
{
void main()
{
vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
color = pow(color, vec3(gamma, gamma, gamma));
color = color*numColors;
color = floor(color);
color = color/numColors;
color = pow(color, vec3(1.0/gamma));
gl_FragColor = vec4(color, 1.0);
}

View file

@ -12,18 +12,18 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
void main()
{
vec3 color = texture2D(texture0, fragTexCoord).rgb;
vec3 colors[3];
colors[0] = vec3(0.0, 0.0, 1.0);
colors[1] = vec3(1.0, 1.0, 0.0);
colors[2] = vec3(1.0, 0.0, 0.0);
float lum = (color.r + color.g + color.b)/3.0;
vec3 tc = vec3(0.0, 0.0, 0.0);
if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5);
else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5);

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