moved all shader code out of C++ source and into external shader files

General code cleanup and easier maintenance.
This commit is contained in:
itsmattkc
2019-12-10 00:10:00 +11:00
parent 3dc563b697
commit 2fb4047e6f
12 changed files with 56 additions and 62 deletions
+15
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@@ -0,0 +1,15 @@
#version 110
varying vec2 ove_texcoord;
uniform sampler2D base_in;
uniform sampler2D blend_in;
void main(void) {
vec4 base_col = texture2D(base_in, ove_texcoord);
vec4 blend_col = texture2D(blend_in, ove_texcoord);
base_col *= 1.0 - blend_col.a;
base_col += blend_col;
gl_FragColor = base_col;
}
+15
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@@ -0,0 +1,15 @@
#version 110
varying vec2 ove_texcoord;
uniform sampler2D base_in;
uniform sampler2D blend_in;
void main(void) {
vec4 base_col = texture2D(base_in, ove_texcoord);
vec4 blend_col = texture2D(blend_in, ove_texcoord);
base_col *= 1.0 - blend_col.a;
base_col += blend_col;
gl_FragColor = base_col;
}
+10
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@@ -0,0 +1,10 @@
#version 110
varying vec2 ove_tex_coord;
uniform sampler2D tex_in;
uniform float opacity_in;
void main(void) {
gl_FragColor = texture2D(tex_in, ove_tex_coord) * (opacity_in * 0.01);
}
+4
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@@ -1,5 +1,9 @@
<RCC>
<qresource prefix="/shaders">
<file>alphaover.frag</file>
<file>crossdissolve.frag</file>
<file>opacity.frag</file>
<file>solid.frag</file>
<file>videoinput.frag</file>
<file>videoinput.vert</file>
</qresource>
+7
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@@ -0,0 +1,7 @@
#version 110
uniform vec4 color_in;
void main(void) {
gl_FragColor = color_in;
}