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Refactored shaders

raster
Bergmann89 5 years ago
parent
commit
10284dabd4
4 changed files with 22 additions and 19 deletions
  1. +4
    -6
      space-crush/src/app/render/shader/noise.frag
  2. +1
    -2
      space-crush/src/app/render/shader/noise.vert
  3. +7
    -4
      space-crush/src/app/render/shader/quad.frag
  4. +10
    -7
      space-crush/src/app/render/shader/quad.vert

+ 4
- 6
space-crush/src/app/render/shader/noise.frag View File

@@ -1,19 +1,17 @@
#version 450 core #version 450 core


layout(pixel_center_integer) in vec4 gl_FragCoord;
in vec4 gl_FragCoord;


out vec4 Color; out vec4 Color;


const float NOISE_RANGE = 0.02;
const float NOISE_RANGE = 0.05;
const float NOISE_BASE = 0.05; const float NOISE_BASE = 0.05;


float random(vec4 seed)
{
float random(vec4 seed) {
return fract(sin(dot(seed, vec4(12.9898, 78.233, 45.164, 53.1324))) * 43758.5453); return fract(sin(dot(seed, vec4(12.9898, 78.233, 45.164, 53.1324))) * 43758.5453);
} }


void main()
{
void main() {
float rnd = random(gl_FragCoord); float rnd = random(gl_FragCoord);
vec3 rbg = vec3(NOISE_BASE + NOISE_RANGE * rnd); vec3 rbg = vec3(NOISE_BASE + NOISE_RANGE * rnd);




+ 1
- 2
space-crush/src/app/render/shader/noise.vert View File

@@ -2,7 +2,6 @@


layout (location = 0) in vec3 Position; layout (location = 0) in vec3 Position;


void main()
{
void main() {
gl_Position = vec4(Position, 1.0); gl_Position = vec4(Position, 1.0);
} }

+ 7
- 4
space-crush/src/app/render/shader/quad.frag View File

@@ -1,8 +1,11 @@
#version 450 core #version 450 core


out vec4 Color;
in FragmentData {
vec3 color;
} data;


void main()
{
Color = vec4(1.0, 1.0, 1.0, 1.0);
out vec4 color;

void main() {
color = vec4(data.color, 1.0);
} }

+ 10
- 7
space-crush/src/app/render/shader/quad.vert View File

@@ -1,16 +1,19 @@
#version 450 core #version 450 core


layout (location = 0) in vec3 Position;
layout (location = 0) in vec3 position;


layout (std140, binding = 0) uniform Camera
{
layout (std140, binding = 0) uniform Camera {
mat4 projection; mat4 projection;
mat4 view; mat4 view;
};
} camera;


layout (location = 1) uniform mat4 model; layout (location = 1) uniform mat4 model;


void main()
{
gl_Position = projection * view * model * vec4(Position, 1.0);
out FragmentData {
vec3 color;
} data;

void main() {
data.color = vec3((position.xy + vec2(1.0)) / 2.0, 0.0);
gl_Position = camera.projection * camera.view * model * vec4(position, 1.0);
} }

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