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authorUneven Prankster <unevenprankster@protonmail.com>2023-07-12 13:22:29 -0300
committerUneven Prankster <unevenprankster@protonmail.com>2023-07-12 13:22:29 -0300
commitfa2bdd711212ba6b7a94a20971e8bfa281e73296 (patch)
tree6713b3c0379507d49558287b71dd360ce188a2f0 /assets
lol
Diffstat (limited to 'assets')
-rw-r--r--assets/base.vs26
-rw-r--r--assets/femme.pngbin0 -> 194744 bytes
-rw-r--r--assets/grayscale.fs16
-rw-r--r--assets/gs_full.glsl36
4 files changed, 78 insertions, 0 deletions
diff --git a/assets/base.vs b/assets/base.vs
new file mode 100644
index 0000000..8cc2abb
--- /dev/null
+++ b/assets/base.vs
@@ -0,0 +1,26 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+out vec4 fragColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/assets/femme.png b/assets/femme.png
new file mode 100644
index 0000000..8ca2541
--- /dev/null
+++ b/assets/femme.png
Binary files differ
diff --git a/assets/grayscale.fs b/assets/grayscale.fs
new file mode 100644
index 0000000..979a81c
--- /dev/null
+++ b/assets/grayscale.fs
@@ -0,0 +1,16 @@
+#version 330
+
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+out vec4 finalColor;
+
+void main()
+{
+ vec4 texelColor = texture(texture0, fragTexCoord) * colDiffuse * fragColor;
+ float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
+ finalColor = vec4(gray, gray, gray, texelColor.a);
+} \ No newline at end of file
diff --git a/assets/gs_full.glsl b/assets/gs_full.glsl
new file mode 100644
index 0000000..4b3e3f3
--- /dev/null
+++ b/assets/gs_full.glsl
@@ -0,0 +1,36 @@
+@vertex
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+uniform mat4 mvp;
+
+out vec2 fragTexCoord;
+out vec4 fragColor;
+
+void main()
+{
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+}
+@vs_end
+
+@fragment
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+out vec4 finalColor;
+
+void main()
+{
+ vec4 texelColor = texture(texture0, fragTexCoord) * colDiffuse * fragColor;
+ float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
+ finalColor = vec4(gray, gray, gray, texelColor.a);
+}
+@fs_end \ No newline at end of file