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authorraysan5 <raysan5@gmail.com>2016-01-13 17:13:28 +0100
committerraysan5 <raysan5@gmail.com>2016-01-13 17:13:28 +0100
commitfb6ef2c2f4fe22552908d339cda541453e43faec (patch)
tree53d86522f6f1a5256e097a2e7bc82ce3e0101526 /examples/resources
parentbb49102a4b5ae7bf6a34b437b133e8c5e3557f8d (diff)
downloadraylib-fb6ef2c2f4fe22552908d339cda541453e43faec.tar.gz
raylib-fb6ef2c2f4fe22552908d339cda541453e43faec.zip
Vertex shaders optimization
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/shaders/base.vs5
-rw-r--r--examples/resources/shaders/bloom.fs2
-rw-r--r--examples/resources/shaders/grayscale.fs6
-rw-r--r--examples/resources/shaders/phong.fs2
-rw-r--r--examples/resources/shaders/phong.vs4
-rw-r--r--examples/resources/shaders/shapes_base.vs9
-rw-r--r--examples/resources/shaders/shapes_grayscale.fs4
-rw-r--r--examples/resources/shaders/swirl.fs2
8 files changed, 16 insertions, 18 deletions
diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/base.vs
index 59eae0a0..b0f930b7 100644
--- a/examples/resources/shaders/base.vs
+++ b/examples/resources/shaders/base.vs
@@ -6,8 +6,7 @@ in vec3 vertexNormal;
out vec2 fragTexCoord;
-uniform mat4 projectionMatrix;
-uniform mat4 modelviewMatrix;
+uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@@ -15,5 +14,5 @@ void main()
{
fragTexCoord = vertexTexCoord;
- gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/resources/shaders/bloom.fs b/examples/resources/shaders/bloom.fs
index f9cebe18..2833ce33 100644
--- a/examples/resources/shaders/bloom.fs
+++ b/examples/resources/shaders/bloom.fs
@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/examples/resources/shaders/grayscale.fs b/examples/resources/shaders/grayscale.fs
index 38337e00..af50b8c1 100644
--- a/examples/resources/shaders/grayscale.fs
+++ b/examples/resources/shaders/grayscale.fs
@@ -5,16 +5,16 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
- vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
+ vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
- fragColor = vec4(gray, gray, gray, tintColor.a);
+ fragColor = vec4(gray, gray, gray, fragTintColor.a);
} \ No newline at end of file
diff --git a/examples/resources/shaders/phong.fs b/examples/resources/shaders/phong.fs
index bb8826f4..75b7e6d7 100644
--- a/examples/resources/shaders/phong.fs
+++ b/examples/resources/shaders/phong.fs
@@ -6,7 +6,7 @@ in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
diff --git a/examples/resources/shaders/phong.vs b/examples/resources/shaders/phong.vs
index 25163902..c6ef77de 100644
--- a/examples/resources/shaders/phong.vs
+++ b/examples/resources/shaders/phong.vs
@@ -6,8 +6,8 @@ in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
-uniform mat4 projectionMatrix;
-uniform mat4 modelviewMatrix;
+uniform mat4 mvpMatrix;
+
uniform mat4 modelMatrix;
// Attributes to fragment shader
diff --git a/examples/resources/shaders/shapes_base.vs b/examples/resources/shaders/shapes_base.vs
index 78e543b7..1fd686be 100644
--- a/examples/resources/shaders/shapes_base.vs
+++ b/examples/resources/shaders/shapes_base.vs
@@ -4,16 +4,15 @@ attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
-uniform mat4 projectionMatrix;
-uniform mat4 modelviewMatrix;
+uniform mat4 mvpMatrix;
varying vec2 fragTexCoord;
-varying vec4 fragColor;
+varying vec4 fragTintColor;
void main()
{
fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
+ fragTintColor = vertexColor;
- gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/resources/shaders/shapes_grayscale.fs b/examples/resources/shaders/shapes_grayscale.fs
index 1b778871..23ba9153 100644
--- a/examples/resources/shaders/shapes_grayscale.fs
+++ b/examples/resources/shaders/shapes_grayscale.fs
@@ -2,11 +2,11 @@
uniform sampler2D texture0;
varying vec2 fragTexCoord;
-varying vec4 fragColor;
+varying vec4 fragTintColor;
void main()
{
- vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
+ vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
// Convert to grayscale using NTSC conversion weights
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
diff --git a/examples/resources/shaders/swirl.fs b/examples/resources/shaders/swirl.fs
index ba26cc05..ace6e79d 100644
--- a/examples/resources/shaders/swirl.fs
+++ b/examples/resources/shaders/swirl.fs
@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables