Shader cleanup

This commit is contained in:
Lubos Lenco 2017-12-13 14:44:21 +01:00
parent a1532d5bec
commit 91cb952fd8
50 changed files with 0 additions and 200 deletions

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
uniform sampler2D tex;

View file

@ -1,10 +1,6 @@
// Exclusive to SSR for now
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"

View file

@ -1,10 +1,6 @@
// Exclusive to SSAO for now
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"

View file

@ -1,10 +1,6 @@
// Exclusive to bloom for now
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
uniform sampler2D tex;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform vec2 dirInv;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler2D tex2;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
#include "compiled.glsl"
#include "std/tonemap.glsl"
#include "std/math.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
// #ifdef _CPos
// uniform mat4 invVP;
// uniform vec3 eye;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
in vec3 color;
out vec4 fragColor;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec3 pos;
in vec3 col;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
in vec3 color;
out vec4[2] fragColor;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
uniform sampler2D tex;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"
#include "std/math.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
#ifdef _Rad
uniform mat4 invVP;
uniform vec3 eye;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/brdf.glsl"
#include "std/math.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/brdf.glsl"
#include "std/math.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform vec2 screenSizeInv;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
in vec4 color;
out vec4 fragColor;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec3 pos;
in vec4 col;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec3 pos;
in vec4 col;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
out vec4 fragColor;
void main() {

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
uniform mat4 LVWVP;
in vec3 pos;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
in vec2 texCoord;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
out vec2 texCoord;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
uniform mat4 invVP;
uniform vec3 eye;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
uniform mat4 invP;
in vec2 pos;

View file

@ -1,10 +1,6 @@
// Transfer material IDs to depth buffer
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
in vec2 texCoord;

View file

@ -2,10 +2,6 @@
// http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"

View file

@ -2,10 +2,6 @@
// http://john-chapman-graphics.blogspot.com/2013/01/per-object-motion-blur.html
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
uniform sampler2D gbuffer0;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#define SMAA_MAX_SEARCH_STEPS_DIAG 8
#define SMAA_AREATEX_MAX_DISTANCE 16
#define SMAA_AREATEX_MAX_DISTANCE_DIAG 20

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
uniform vec2 screenSize;

View file

@ -41,10 +41,6 @@
*/
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#define SMAA_THRESHOLD 0.1
#define SMAA_DEPTH_THRESHOLD (0.1 * SMAA_THRESHOLD) // For depth edge detection, depends on the depth range of the scene
#define SMAA_LOCAL_CONTRAST_ADAPTATION_FACTOR 2.0

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
uniform vec2 screenSizeInv;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D colorTex;
uniform sampler2D blendTex;
#ifdef _Veloc

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec2 pos;
uniform vec2 screenSizeInv;

View file

@ -13,10 +13,6 @@
// }
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/math.glsl"
#include "std/gbuffer.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/math.glsl"
#include "std/gbuffer.glsl"

View file

@ -35,10 +35,6 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
uniform sampler2D gbufferD;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "std/filters.glsl"
uniform sampler2D tex;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
uniform sampler2D tex2;
#ifdef _Veloc

View file

@ -1,10 +1,6 @@
// Weighted blended OIT by McGuire and Bavoil
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D gbufferD;
uniform sampler2D gbuffer0; // saccum
uniform sampler2D gbuffer1; // srevealage

View file

@ -1,10 +1,6 @@
// http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"
#include "std/shadows.glsl"

View file

@ -1,10 +1,6 @@
// http://sebastien.hillaire.free.fr/index.php?option=com_content&view=article&id=72&Itemid=106
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"
#include "std/shadows.glsl"

View file

@ -4,10 +4,6 @@
// Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#include "std/gbuffer.glsl"
// #include "std/math.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
uniform mat4 transpV;
uniform mat4 invP;
uniform mat4 invVP;

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision mediump float;
#endif
#include "compiled.glsl"
#ifdef _EnvTex
#include "std/math.glsl"

View file

@ -1,9 +1,5 @@
#version 450
#ifdef GL_ES
precision highp float;
#endif
in vec3 pos;
in vec3 nor;