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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 /shaders
parentbb49102a4b5ae7bf6a34b437b133e8c5e3557f8d (diff)
downloadraylib-fb6ef2c2f4fe22552908d339cda541453e43faec.tar.gz
raylib-fb6ef2c2f4fe22552908d339cda541453e43faec.zip
Vertex shaders optimization
Diffstat (limited to 'shaders')
-rw-r--r--shaders/gl330/base.vs5
-rw-r--r--shaders/gl330/bloom.fs2
-rw-r--r--shaders/gl330/blur.fs2
-rw-r--r--shaders/gl330/cross_hatching.fs2
-rw-r--r--shaders/gl330/cross_stitching.fs2
-rw-r--r--shaders/gl330/dream_vision.fs2
-rw-r--r--shaders/gl330/fisheye.fs2
-rw-r--r--shaders/gl330/grayscale.fs6
-rw-r--r--shaders/gl330/phong.fs2
-rw-r--r--shaders/gl330/phong.vs7
-rw-r--r--shaders/gl330/pixel.fs2
-rw-r--r--shaders/gl330/posterization.fs2
-rw-r--r--shaders/gl330/predator.fs2
-rw-r--r--shaders/gl330/scanlines.fs2
-rw-r--r--shaders/gl330/swirl.fs2
-rw-r--r--shaders/gl330/template.fs4
-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, 40 insertions, 43 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..2833ce33 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
diff --git a/shaders/gl330/blur.fs b/shaders/gl330/blur.fs
index b4e5bd2b..bd2b521f 100644
--- a/shaders/gl330/blur.fs
+++ b/shaders/gl330/blur.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/shaders/gl330/cross_hatching.fs b/shaders/gl330/cross_hatching.fs
index e2362212..7e25b25b 100644
--- a/shaders/gl330/cross_hatching.fs
+++ b/shaders/gl330/cross_hatching.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/shaders/gl330/cross_stitching.fs b/shaders/gl330/cross_stitching.fs
index 041bf1dc..73f867b6 100644
--- a/shaders/gl330/cross_stitching.fs
+++ b/shaders/gl330/cross_stitching.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/shaders/gl330/dream_vision.fs b/shaders/gl330/dream_vision.fs
index de9c04eb..f9316342 100644
--- a/shaders/gl330/dream_vision.fs
+++ b/shaders/gl330/dream_vision.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/shaders/gl330/fisheye.fs b/shaders/gl330/fisheye.fs
index d0e42cca..bbbff65c 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
diff --git a/shaders/gl330/grayscale.fs b/shaders/gl330/grayscale.fs
index 38337e00..af50b8c1 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 = 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/shaders/gl330/phong.fs b/shaders/gl330/phong.fs
index bb8826f4..75b7e6d7 100644
--- a/shaders/gl330/phong.fs
+++ b/shaders/gl330/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/shaders/gl330/phong.vs b/shaders/gl330/phong.vs
index 25163902..ee6d34bf 100644
--- a/shaders/gl330/phong.vs
+++ b/shaders/gl330/phong.vs
@@ -6,8 +6,7 @@ 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
@@ -21,8 +20,8 @@ void main()
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
- fragNormal = normalize(normalMatrix * vertexNormal);
+ fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
- 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/pixel.fs b/shaders/gl330/pixel.fs
index ec9e13d7..feee1423 100644
--- a/shaders/gl330/pixel.fs
+++ b/shaders/gl330/pixel.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/shaders/gl330/posterization.fs b/shaders/gl330/posterization.fs
index 652cf609..a4e49466 100644
--- a/shaders/gl330/posterization.fs
+++ b/shaders/gl330/posterization.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/shaders/gl330/predator.fs b/shaders/gl330/predator.fs
index 77882917..2295d01b 100644
--- a/shaders/gl330/predator.fs
+++ b/shaders/gl330/predator.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/shaders/gl330/scanlines.fs b/shaders/gl330/scanlines.fs
index 7f33f882..57297299 100644
--- a/shaders/gl330/scanlines.fs
+++ b/shaders/gl330/scanlines.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/shaders/gl330/swirl.fs b/shaders/gl330/swirl.fs
index 18a47cec..e88b59c9 100644
--- a/shaders/gl330/swirl.fs
+++ b/shaders/gl330/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
diff --git a/shaders/gl330/template.fs b/shaders/gl330/template.fs
index 92221959..660e8484 100644
--- a/shaders/gl330/template.fs
+++ b/shaders/gl330/template.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
@@ -15,5 +15,5 @@ void main()
// 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