removed some f suffixes from shaders

This commit is contained in:
aap 2021-02-15 14:55:31 +01:00
parent fec39e87c0
commit edc77d7f00
8 changed files with 8 additions and 8 deletions

View File

@ -17,7 +17,7 @@ main(void)
} }
vec4 color; vec4 color;
color.rgb = prev.rgb; color.rgb = prev.rgb;
color.a = 1.0f; color.a = 1.0;
FRAGCOLOR(color); FRAGCOLOR(color);
} }

View File

@ -10,6 +10,6 @@ float4 main(in float2 texcoord : TEXCOORD0) : COLOR0
float4 tmp = dst*(1-a) + prev*blurcol*a; float4 tmp = dst*(1-a) + prev*blurcol*a;
prev = saturate(tmp); prev = saturate(tmp);
} }
prev.a = 1.0f; prev.a = 1.0;
return prev; return prev;
} }

View File

@ -12,7 +12,7 @@ main(void)
vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y)); vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
vec4 color; vec4 color;
color.rgb = dst.rgb*u_contrastMult + u_contrastAdd; color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;
color.a = 1.0f; color.a = 1.0;
FRAGCOLOR(color); FRAGCOLOR(color);
} }

View File

@ -42,7 +42,7 @@ main(void)
v_tex1 = uv2.xy*0.5 + 0.5; v_tex1 = uv2.xy*0.5 + 0.5;
float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0); float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);
v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0); v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);
v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess; v_reflcolor.a = mix(b*b*b*b*b, 1.0, fresnel)*shininess;
for(int i = 0; i < 5; i++) for(int i = 0; i < 5; i++)
v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength; v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;

View File

@ -52,7 +52,7 @@ VS_out main(in VS_in input)
output.TexCoord1 = uv2.xy*0.5 + 0.5; output.TexCoord1 = uv2.xy*0.5 + 0.5;
float b = 1.0 - saturate(dot(viewVec, Normal)); float b = 1.0 - saturate(dot(viewVec, Normal));
output.ReflColor = float4(0.0, 0.0, 0.0, 1.0); output.ReflColor = float4(0.0, 0.0, 0.0, 1.0);
output.ReflColor.a = lerp(b*b*b*b*b, 1.0f, fresnel)*shininess; output.ReflColor.a = lerp(b*b*b*b*b, 1.0, fresnel)*shininess;
//Light mainLight = lights[0]; //Light mainLight = lights[0];
for(i = 0; i < 5; i++) for(i = 0; i < 5; i++)

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@ -18,7 +18,7 @@ const char *colourfilterIII_frag_src =
" }\n" " }\n"
" vec4 color;\n" " vec4 color;\n"
" color.rgb = prev.rgb;\n" " color.rgb = prev.rgb;\n"
" color.a = 1.0f;\n" " color.a = 1.0;\n"
" FRAGCOLOR(color);\n" " FRAGCOLOR(color);\n"
"}\n" "}\n"

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@ -13,7 +13,7 @@ const char *contrast_frag_src =
" vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n" " vec4 dst = texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" vec4 color;\n" " vec4 color;\n"
" color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n" " color.rgb = dst.rgb*u_contrastMult + u_contrastAdd;\n"
" color.a = 1.0f;\n" " color.a = 1.0;\n"
" FRAGCOLOR(color);\n" " FRAGCOLOR(color);\n"
"}\n" "}\n"

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@ -43,7 +43,7 @@ const char *neoVehicle_vert_src =
" v_tex1 = uv2.xy*0.5 + 0.5;\n" " v_tex1 = uv2.xy*0.5 + 0.5;\n"
" float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n" " float b = 1.0 - clamp(dot(viewVec, Normal), 0.0, 1.0);\n"
" v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n" " v_reflcolor = vec4(0.0, 0.0, 0.0, 1.0);\n"
" v_reflcolor.a = mix(b*b*b*b*b, 1.0f, fresnel)*shininess;\n" " v_reflcolor.a = mix(b*b*b*b*b, 1.0, fresnel)*shininess;\n"
" for(int i = 0; i < 5; i++)\n" " for(int i = 0; i < 5; i++)\n"
" v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n" " v_reflcolor.rgb += DoDirLightSpec(u_specDir[i].xyz, u_specColor[i].rgb, Normal, viewVec, u_specDir[i].w)*specularity*lightStrength;\n"