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authorRay <raysan5@gmail.com>2016-02-20 01:09:47 +0100
committerRay <raysan5@gmail.com>2016-02-20 01:09:47 +0100
commit4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf (patch)
treed9ee679c3b0bc5d4a20b31930994deb0e4c37948 /shaders
parentf582ab06add085594f2579ee6e7d625212abd204 (diff)
parent954ced21a42eb489ad382b4c00406a28778fee41 (diff)
downloadraylib-4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf.tar.gz
raylib-4b6e6d4dd45fc3a47b82af7eeb60871140a7eccf.zip
Merge pull request #83 from raysan5/develop
Develop branch integration
Diffstat (limited to 'shaders')
-rw-r--r--shaders/gl330/base.vs5
-rw-r--r--shaders/gl330/bloom.fs14
-rw-r--r--shaders/gl330/blur.fs12
-rw-r--r--shaders/gl330/cross_hatching.fs14
-rw-r--r--shaders/gl330/cross_stitching.fs12
-rw-r--r--shaders/gl330/dream_vision.fs32
-rw-r--r--shaders/gl330/fisheye.fs6
-rw-r--r--shaders/gl330/grayscale.fs6
-rw-r--r--shaders/gl330/phong.fs76
-rw-r--r--shaders/gl330/phong.vs27
-rw-r--r--shaders/gl330/pixel.fs12
-rw-r--r--shaders/gl330/posterization.fs8
-rw-r--r--shaders/gl330/predator.fs4
-rw-r--r--shaders/gl330/scanlines.fs12
-rw-r--r--shaders/gl330/swirl.fs10
-rw-r--r--shaders/gl330/template.fs6
-rw-r--r--shaders/gles100/base.vs5
-rw-r--r--shaders/gles100/bloom.fs2
-rw-r--r--shaders/gles100/blur.fs2
-rw-r--r--shaders/gles100/cross_hatching.fs2
-rw-r--r--shaders/gles100/cross_stitching.fs2
-rw-r--r--shaders/gles100/dream_vision.fs2
-rw-r--r--shaders/gles100/fisheye.fs2
-rw-r--r--shaders/gles100/grayscale.fs6
-rw-r--r--shaders/gles100/pixel.fs2
-rw-r--r--shaders/gles100/posterization.fs2
-rw-r--r--shaders/gles100/predator.fs2
-rw-r--r--shaders/gles100/scanlines.fs2
-rw-r--r--shaders/gles100/swirl.fs2
-rw-r--r--shaders/gles100/template.fs4
30 files changed, 197 insertions, 96 deletions
diff --git a/shaders/gl330/base.vs b/shaders/gl330/base.vs
index 59eae0a0..b0f930b7 100644
--- a/shaders/gl330/base.vs
+++ b/shaders/gl330/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/shaders/gl330/bloom.fs b/shaders/gl330/bloom.fs
index f9cebe18..34b6295c 100644
--- a/shaders/gl330/bloom.fs
+++ b/shaders/gl330/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
@@ -18,23 +18,23 @@ void main()
{
for (int j = -3; j < 3; j++)
{
- sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
+ sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
}
}
- if (texture2D(texture0, fragTexCoord).r < 0.3)
+ if (texture(texture0, fragTexCoord).r < 0.3)
{
- tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
+ tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
}
else
{
- if (texture2D(texture0, fragTexCoord).r < 0.5)
+ if (texture(texture0, fragTexCoord).r < 0.5)
{
- tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
+ tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
}
else
{
- tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
+ tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
}
}
diff --git a/shaders/gl330/blur.fs b/shaders/gl330/blur.fs
index b4e5bd2b..44ea42b1 100644
--- a/shaders/gl330/blur.fs
+++ b/shaders/gl330/blur.fs
@@ -5,24 +5,24 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
- vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
+ vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++)
{
- tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
}
fragColor = vec4(tc, 1.0);
diff --git a/shaders/gl330/cross_hatching.fs b/shaders/gl330/cross_hatching.fs
index e2362212..6f5df964 100644
--- a/shaders/gl330/cross_hatching.fs
+++ b/shaders/gl330/cross_hatching.fs
@@ -5,20 +5,20 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-float hatchOffsetY = 5.0f;
-float lumThreshold01 = 0.9f;
-float lumThreshold02 = 0.7f;
-float lumThreshold03 = 0.5f;
-float lumThreshold04 = 0.3f;
+float hatchOffsetY = 5.0;
+float lumThreshold01 = 0.9;
+float lumThreshold02 = 0.7;
+float lumThreshold03 = 0.5;
+float lumThreshold04 = 0.3;
void main()
{
vec3 tc = vec3(1.0, 1.0, 1.0);
- float lum = length(texture2D(texture0, fragTexCoord).rgb);
+ float lum = length(texture(texture0, fragTexCoord).rgb);
if (lum < lumThreshold01)
{
diff --git a/shaders/gl330/cross_stitching.fs b/shaders/gl330/cross_stitching.fs
index 041bf1dc..dcb26e79 100644
--- a/shaders/gl330/cross_stitching.fs
+++ b/shaders/gl330/cross_stitching.fs
@@ -5,14 +5,14 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
-float stitchingSize = 6.0f;
+float stitchingSize = 6.0;
uniform int invert = 0;
@@ -35,11 +35,11 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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);
- else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
}
else
{
- if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
else c = vec4(0.0, 0.0, 0.0, 1.0);
}
diff --git a/shaders/gl330/dream_vision.fs b/shaders/gl330/dream_vision.fs
index de9c04eb..0ea4ce20 100644
--- a/shaders/gl330/dream_vision.fs
+++ b/shaders/gl330/dream_vision.fs
@@ -5,27 +5,27 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
- vec4 color = texture2D(texture0, fragTexCoord);
-
- color += texture2D(texture0, fragTexCoord + 0.001);
- color += texture2D(texture0, fragTexCoord + 0.003);
- color += texture2D(texture0, fragTexCoord + 0.005);
- color += texture2D(texture0, fragTexCoord + 0.007);
- color += texture2D(texture0, fragTexCoord + 0.009);
- color += texture2D(texture0, fragTexCoord + 0.011);
-
- color += texture2D(texture0, fragTexCoord - 0.001);
- color += texture2D(texture0, fragTexCoord - 0.003);
- color += texture2D(texture0, fragTexCoord - 0.005);
- color += texture2D(texture0, fragTexCoord - 0.007);
- color += texture2D(texture0, fragTexCoord - 0.009);
- color += texture2D(texture0, fragTexCoord - 0.011);
+ vec4 color = texture(texture0, fragTexCoord);
+
+ color += texture(texture0, fragTexCoord + 0.001);
+ color += texture(texture0, fragTexCoord + 0.003);
+ color += texture(texture0, fragTexCoord + 0.005);
+ color += texture(texture0, fragTexCoord + 0.007);
+ color += texture(texture0, fragTexCoord + 0.009);
+ color += texture(texture0, fragTexCoord + 0.011);
+
+ color += texture(texture0, fragTexCoord - 0.001);
+ color += texture(texture0, fragTexCoord - 0.003);
+ color += texture(texture0, fragTexCoord - 0.005);
+ color += texture(texture0, fragTexCoord - 0.007);
+ color += texture(texture0, fragTexCoord - 0.009);
+ color += texture(texture0, fragTexCoord - 0.011);
color.rgb = vec3((color.r + color.g + color.b)/3.0);
color = color/9.5;
diff --git a/shaders/gl330/fisheye.fs b/shaders/gl330/fisheye.fs
index d0e42cca..5bd9abf4 100644
--- a/shaders/gl330/fisheye.fs
+++ b/shaders/gl330/fisheye.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
@@ -13,7 +13,7 @@ const float PI = 3.1415926535;
void main()
{
- float aperture = 178.0f;
+ float aperture = 178.0;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float maxFactor = sin(apertureHalf);
@@ -36,5 +36,5 @@ void main()
uv = fragTexCoord.xy;
}
- fragColor = texture2D(texture0, uv);
+ fragColor = texture(texture0, uv);
} \ No newline at end of file
diff --git a/shaders/gl330/grayscale.fs b/shaders/gl330/grayscale.fs
index 38337e00..b3a695bf 100644
--- a/shaders/gl330/grayscale.fs
+++ b/shaders/gl330/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 = texture(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/shaders/gl330/phong.fs b/shaders/gl330/phong.fs
new file mode 100644
index 00000000..75b7e6d7
--- /dev/null
+++ b/shaders/gl330/phong.fs
@@ -0,0 +1,76 @@
+#version 330
+
+// Vertex shader input data
+in vec2 fragTexCoord;
+in vec3 fragNormal;
+
+// Diffuse data
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// Light attributes
+uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
+uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
+uniform vec3 light_specularColor = vec3(0, 1, 0);
+uniform float light_intensity = 1;
+uniform float light_specIntensity = 1;
+
+// Material attributes
+uniform vec3 mat_ambientColor = vec3(1, 1, 1);
+uniform vec3 mat_specularColor = vec3(1, 1, 1);
+uniform float mat_glossiness = 50;
+
+// World attributes
+uniform vec3 lightPos;
+uniform vec3 cameraPos;
+
+// Fragment shader output data
+out vec4 fragColor;
+
+vec3 AmbientLighting()
+{
+ return mat_ambientColor * light_ambientColor;
+}
+
+vec3 DiffuseLighting(in vec3 N, in vec3 L)
+{
+ // Lambertian reflection calculation
+ float diffuse = clamp(dot(N, L), 0, 1);
+
+ return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
+}
+
+vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
+{
+ float specular = 0;
+
+ // Calculate specular reflection only if the surface is oriented to the light source
+ if(dot(N, L) > 0)
+ {
+ // Calculate half vector
+ vec3 H = normalize(L + V);
+
+ // Calculate specular intensity
+ specular = pow(dot(N, H), 3 + mat_glossiness);
+ }
+
+ return mat_specularColor * light_specularColor * light_specIntensity * specular;
+}
+
+void main()
+{
+ // Normalize input vectors
+ vec3 L = normalize(lightPos);
+ vec3 V = normalize(cameraPos);
+ vec3 N = normalize(fragNormal);
+
+ vec3 ambient = AmbientLighting();
+ vec3 diffuse = DiffuseLighting(N, L);
+ vec3 specular = SpecularLighting(N, L, V);
+
+ // Get base color from texture
+ vec4 textureColor = texture(texture0, fragTexCoord);
+ vec3 finalColor = textureColor.rgb;
+
+ fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
+} \ No newline at end of file
diff --git a/shaders/gl330/phong.vs b/shaders/gl330/phong.vs
new file mode 100644
index 00000000..ee6d34bf
--- /dev/null
+++ b/shaders/gl330/phong.vs
@@ -0,0 +1,27 @@
+#version 330
+
+// Vertex input data
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+
+// Projection and model data
+uniform mat4 mvpMatrix;
+uniform mat4 modelMatrix;
+
+// Attributes to fragment shader
+out vec2 fragTexCoord;
+out vec3 fragNormal;
+
+void main()
+{
+ // Send texture coord to fragment shader
+ fragTexCoord = vertexTexCoord;
+
+ // Calculate view vector normal from model
+ mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
+ fragNormal = normalize(normalMatrix*vertexNormal);
+
+ // Calculate final vertex position
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/shaders/gl330/pixel.fs b/shaders/gl330/pixel.fs
index ec9e13d7..aa5a22fe 100644
--- a/shaders/gl330/pixel.fs
+++ b/shaders/gl330/pixel.fs
@@ -5,15 +5,15 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
-uniform float pixelWidth = 5.0f;
-uniform float pixelHeight = 5.0f;
+uniform float pixelWidth = 5.0;
+uniform float pixelHeight = 5.0;
void main()
{
@@ -22,7 +22,7 @@ void main()
vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
- vec3 tc = texture2D(texture0, coord).rgb;
+ vec3 tc = texture(texture0, coord).rgb;
fragColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/gl330/posterization.fs b/shaders/gl330/posterization.fs
index 652cf609..5215bd8b 100644
--- a/shaders/gl330/posterization.fs
+++ b/shaders/gl330/posterization.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
-float gamma = 0.6f;
-float numColors = 8.0f;
+float gamma = 0.6;
+float numColors = 8.0;
void main()
{
- vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
+ vec3 color = texture(texture0, fragTexCoord.xy).rgb;
color = pow(color, vec3(gamma, gamma, gamma));
color = color*numColors;
diff --git a/shaders/gl330/predator.fs b/shaders/gl330/predator.fs
index 77882917..85c93d0c 100644
--- a/shaders/gl330/predator.fs
+++ b/shaders/gl330/predator.fs
@@ -5,13 +5,13 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
- vec3 color = texture2D(texture0, fragTexCoord).rgb;
+ vec3 color = texture(texture0, fragTexCoord).rgb;
vec3 colors[3];
colors[0] = vec3(0.0, 0.0, 1.0);
colors[1] = vec3(1.0, 1.0, 0.0);
diff --git a/shaders/gl330/scanlines.fs b/shaders/gl330/scanlines.fs
index 7f33f882..0c89e610 100644
--- a/shaders/gl330/scanlines.fs
+++ b/shaders/gl330/scanlines.fs
@@ -5,12 +5,12 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-float offset = 0;
-float frequency = 720/3.0;
+float offset = 0.0;
+float frequency = 720.0/3.0;
uniform float time;
@@ -21,7 +21,7 @@ void main (void)
float tval = 0; //time
vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
- vec4 color = texture2D(texture0, fragTexCoord);
+ vec4 color = texture(texture0, fragTexCoord);
color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
@@ -35,7 +35,7 @@ void main (void)
float globalPos = (fragTexCoord.y + offset) * frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
- vec4 color = texture2D(texture0, fragTexCoord);
+ vec4 color = texture(texture0, fragTexCoord);
- fragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
+ fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
} \ No newline at end of file
diff --git a/shaders/gl330/swirl.fs b/shaders/gl330/swirl.fs
index 18a47cec..19d7468b 100644
--- a/shaders/gl330/swirl.fs
+++ b/shaders/gl330/swirl.fs
@@ -5,17 +5,17 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 1280.0;
+const float renderHeight = 720.0;
float radius = 250.0;
float angle = 0.8;
-uniform vec2 center = vec2(200, 200);
+uniform vec2 center = vec2(200.0, 200.0);
void main (void)
{
@@ -35,7 +35,7 @@ void main (void)
}
tc += center;
- vec3 color = texture2D(texture0, tc/texSize).rgb;
+ vec3 color = texture(texture0, tc/texSize).rgb;
fragColor = vec4(color, 1.0);;
} \ No newline at end of file
diff --git a/shaders/gl330/template.fs b/shaders/gl330/template.fs
index 92221959..ad7210a4 100644
--- a/shaders/gl330/template.fs
+++ b/shaders/gl330/template.fs
@@ -5,15 +5,15 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
void main()
{
- vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
- fragColor = texelColor*tintColor;
+ fragColor = texelColor*fragTintColor;
}
diff --git a/shaders/gles100/base.vs b/shaders/gles100/base.vs
index eff89c56..9f339382 100644
--- a/shaders/gles100/base.vs
+++ b/shaders/gles100/base.vs
@@ -6,8 +6,7 @@ attribute vec3 vertexNormal;
varying vec2 fragTexCoord;
-uniform mat4 projectionMatrix;
-uniform mat4 modelviewMatrix;
+uniform mat4 mvpMatrix;
// NOTE: Add here your custom variables
@@ -17,5 +16,5 @@ 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/shaders/gles100/bloom.fs b/shaders/gles100/bloom.fs
index eba44d41..33754c7e 100644
--- a/shaders/gles100/bloom.fs
+++ b/shaders/gles100/bloom.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/blur.fs b/shaders/gles100/blur.fs
index 3c865ca0..a1069c6f 100644
--- a/shaders/gles100/blur.fs
+++ b/shaders/gles100/blur.fs
@@ -4,7 +4,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/cross_hatching.fs b/shaders/gles100/cross_hatching.fs
index c308acb6..cf01b65e 100644
--- a/shaders/gles100/cross_hatching.fs
+++ b/shaders/gles100/cross_hatching.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/cross_stitching.fs b/shaders/gles100/cross_stitching.fs
index 09b3ad4a..f1afef04 100644
--- a/shaders/gles100/cross_stitching.fs
+++ b/shaders/gles100/cross_stitching.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/dream_vision.fs b/shaders/gles100/dream_vision.fs
index 6cbdfcd6..bb828970 100644
--- a/shaders/gles100/dream_vision.fs
+++ b/shaders/gles100/dream_vision.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/fisheye.fs b/shaders/gles100/fisheye.fs
index a21257c7..e7a4485c 100644
--- a/shaders/gles100/fisheye.fs
+++ b/shaders/gles100/fisheye.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/grayscale.fs b/shaders/gles100/grayscale.fs
index 07e79614..e55545e2 100644
--- a/shaders/gles100/grayscale.fs
+++ b/shaders/gles100/grayscale.fs
@@ -5,16 +5,16 @@ precision mediump float;
varying vec2 fragTexCoord;
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));
- gl_FragColor = vec4(gray, gray, gray, tintColor.a);
+ gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
} \ No newline at end of file
diff --git a/shaders/gles100/pixel.fs b/shaders/gles100/pixel.fs
index eceff6e3..552e8900 100644
--- a/shaders/gles100/pixel.fs
+++ b/shaders/gles100/pixel.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/posterization.fs b/shaders/gles100/posterization.fs
index f635305e..4f4c4b93 100644
--- a/shaders/gles100/posterization.fs
+++ b/shaders/gles100/posterization.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/predator.fs b/shaders/gles100/predator.fs
index c85048a6..2fbdc7af 100644
--- a/shaders/gles100/predator.fs
+++ b/shaders/gles100/predator.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/scanlines.fs b/shaders/gles100/scanlines.fs
index 56a6f694..85de158d 100644
--- a/shaders/gles100/scanlines.fs
+++ b/shaders/gles100/scanlines.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/swirl.fs b/shaders/gles100/swirl.fs
index b50ed39e..b0d54b23 100644
--- a/shaders/gles100/swirl.fs
+++ b/shaders/gles100/swirl.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
diff --git a/shaders/gles100/template.fs b/shaders/gles100/template.fs
index 9d9499f3..1f4b8ccf 100644
--- a/shaders/gles100/template.fs
+++ b/shaders/gles100/template.fs
@@ -5,7 +5,7 @@ precision mediump float;
varying vec2 fragTexCoord;
uniform sampler2D texture0;
-uniform vec4 tintColor;
+uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
@@ -15,5 +15,5 @@ void main()
// NOTE: Implement here your fragment shader code
- gl_FragColor = texelColor*tintColor;
+ gl_FragColor = texelColor*fragTintColor;
} \ No newline at end of file