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authorPatrick2026-10-05 19:01:09 +0200
committerPatrick2026-10-05 19:01:09 +0200
commitbd3f5d3455ed523f58fd292b33db2cece1013cdf (patch)
tree5b3b111eda73f59befcb4b0ecd80af5105ad522d /src/shaders/main.glsl
parent2e19a1b44b366547563f5c5686455a1227a8fcbd (diff)
downloadsg3-main.tar.gz
sg3-main.zip
updateHEADmain
Diffstat (limited to 'src/shaders/main.glsl')
-rw-r--r--src/shaders/main.glsl33
1 files changed, 8 insertions, 25 deletions
diff --git a/src/shaders/main.glsl b/src/shaders/main.glsl
index 407d2c1..68a1e7e 100644
--- a/src/shaders/main.glsl
+++ b/src/shaders/main.glsl
@@ -1,19 +1,15 @@
// offscreen rendering shaders
-@vs vs_offscreen
-layout(binding=0) uniform vs_params {
- vec2 position;
-};
-
+@vs vs_screen
in vec2 vpos;
out vec2 fpos;
void main() {
- gl_Position = vec4(vpos + position, 0, 1);
+ gl_Position = vec4(vpos, 0, 1);
fpos = (vpos + 1) * 0.5;
}
@end
-@fs fs_offscreen
+@fs fs_raymarch
layout(binding=1) uniform texture2D off_tex;
layout(binding=1) uniform sampler off_smp;
layout(binding=1) uniform fs_params {
@@ -31,8 +27,6 @@ bool outOfBounds(vec2 uv) {
}
#define TAU 6.28318530718
-// #define RAYCOUNT 16
-// #define MAXSTEPS 8
float rand(vec2 seed)
{
@@ -88,22 +82,10 @@ void main() {
}
@end
-@program offscreen vs_offscreen fs_offscreen
-
+@program raymarch vs_screen fs_raymarch
-// default-pass shaders
-@vs vs_default
-
-in vec2 vpos;
-out vec2 fpos;
-
-void main() {
- gl_Position = vec4(vpos, 0, 1);
- fpos = (vpos + 1) * 0.5;
-}
-@end
-@fs fs_default
+@fs fs_nearest
layout(binding=0) uniform texture2D scr_tex;
layout(binding=0) uniform sampler scr_smp;
@@ -112,8 +94,9 @@ in vec2 fpos;
out vec4 frag_color;
void main() {
- frag_color = texture(sampler2D(scr_tex, scr_smp), fpos);
+ vec4 t = texture(sampler2D(scr_tex, scr_smp), fpos);
+ frag_color = vec4(fpos.x, fpos.y, 0, 1) + t;
}
@end
-@program default vs_default fs_default
+@program nearest vs_screen fs_nearest