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https://gitlab.com/GaryOderNichts/re3-wiiu.git
synced 2024-12-03 14:34:14 +01:00
removed some f suffixes from shaders
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a58d76d27d
commit
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@ -20,7 +20,7 @@ main(void)
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}
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}
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vec4 color;
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vec4 color;
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color.rgb = prev.rgb;
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color.rgb = prev.rgb;
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color.a = 1.0f;
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color.a = 1.0;
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FRAGCOLOR(color);
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FRAGCOLOR(color);
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}
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}
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@ -18,6 +18,6 @@ float4 main(in float2 texcoord : TEXCOORD0) : COLOR0
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tmp += prev*blurcol;
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tmp += prev*blurcol;
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prev = saturate(tmp);
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prev = saturate(tmp);
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}
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}
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prev.a = 1.0f;
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prev.a = 1.0;
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return prev;
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return prev;
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}
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}
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@ -12,7 +12,7 @@ main(void)
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vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
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vec4 color;
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vec4 color;
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color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
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color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
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color.a = 1.0f;
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color.a = 1.0;
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FRAGCOLOR(color);
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FRAGCOLOR(color);
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}
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}
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@ -42,7 +42,7 @@ main(void)
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v_tex1 = uv2.xy*0.5 + 0.5;
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v_tex1 = uv2.xy*0.5 + 0.5;
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float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);
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float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);
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v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);
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v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);
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v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;
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v_reflcolor.a = mix(b*b*b*b*b, 1.0, fresnel)*shininess;
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for(int i = 0; i < 5; i++)
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for(int i = 0; i < 5; i++)
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v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;
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v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;
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@ -52,7 +52,7 @@ VS_out main(in VS_in input)
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output.TexCoord1 = uv2.xy*0.5 + 0.5;
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output.TexCoord1 = uv2.xy*0.5 + 0.5;
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float b = 1.0 - saturate(dot(viewVec, Normal));
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float b = 1.0 - saturate(dot(viewVec, Normal));
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output.ReflColor = float4(0.0, 0.0, 0.0, 1.0);
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output.ReflColor = float4(0.0, 0.0, 0.0, 1.0);
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output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess;
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output.ReflColor.a = lerp(b*b*b*b*b, 1.0, fresnel)*shininess;
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//Light mainLight = lights[0];
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//Light mainLight = lights[0];
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for(i = 0; i < 5; i++)
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for(i = 0; i < 5; i++)
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@ -21,7 +21,7 @@ const char *colourfilterVC_frag_src =
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" }\n"
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" }\n"
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" vec4 color;\n"
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" vec4 color;\n"
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" color.rgb = prev.rgb;\n"
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" color.rgb = prev.rgb;\n"
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" color.a = 1.0f;\n"
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" color.a = 1.0;\n"
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" FRAGCOLOR(color);\n"
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" FRAGCOLOR(color);\n"
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"}\n"
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"}\n"
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@ -13,7 +13,7 @@ const char *contrast_frag_src =
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" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
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" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
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" vec4 color;\n"
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" vec4 color;\n"
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" color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n"
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" color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n"
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" color.a = 1.0f;\n"
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" color.a = 1.0;\n"
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" FRAGCOLOR(color);\n"
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" FRAGCOLOR(color);\n"
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"}\n"
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"}\n"
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@ -43,7 +43,7 @@ const char *neoVehicle_vert_src =
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" v_tex1 = uv2.xy*0.5 + 0.5;\n"
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" v_tex1 = uv2.xy*0.5 + 0.5;\n"
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" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
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" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
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" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
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" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
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" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n"
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" v_reflcolor.a = mix(b*b*b*b*b, 1.0, fresnel)*shininess;\n"
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" for(int i = 0; i < 5; i++)\n"
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" for(int i = 0; i < 5; i++)\n"
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" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
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" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"
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