Revert "Removed unneeded shader duplication."

USL-32

This breaks the OpenGL shaders on Windows and Mac.
This commit is contained in:
Lipu Fei 2017-06-16 11:47:14 +02:00
parent ade9c296ae
commit 90436c3b69
7 changed files with 427 additions and 0 deletions

View file

@ -64,6 +64,75 @@ fragment =
}
}
vertex41core =
#version 410
uniform highp mat4 u_modelViewProjectionMatrix;
in highp vec4 a_vertex;
in highp vec2 a_uvs;
out highp vec2 v_uvs;
void main()
{
gl_Position = u_modelViewProjectionMatrix * a_vertex;
v_uvs = a_uvs;
}
fragment41core =
#version 410
uniform sampler2D u_layer0;
uniform sampler2D u_layer1;
uniform sampler2D u_layer2;
uniform vec2 u_offset[9];
uniform vec4 u_background_color;
uniform float u_outline_strength;
uniform vec4 u_outline_color;
in vec2 v_uvs;
float kernel[9];
const vec3 x_axis = vec3(1.0, 0.0, 0.0);
const vec3 y_axis = vec3(0.0, 1.0, 0.0);
const vec3 z_axis = vec3(0.0, 0.0, 1.0);
out vec4 frag_color;
void main()
{
// blur kernel
kernel[0] = 0.0; kernel[1] = 1.0; kernel[2] = 0.0;
kernel[3] = 1.0; kernel[4] = -4.0; kernel[5] = 1.0;
kernel[6] = 0.0; kernel[7] = 1.0; kernel[8] = 0.0;
vec4 result = u_background_color;
vec4 main_layer = texture(u_layer0, v_uvs);
vec4 selection_layer = texture(u_layer1, v_uvs);
vec4 layerview_layer = texture(u_layer2, v_uvs);
result = main_layer * main_layer.a + result * (1.0 - main_layer.a);
result = layerview_layer * layerview_layer.a + result * (1.0 - layerview_layer.a);
vec4 sum = vec4(0.0);
for (int i = 0; i < 9; i++)
{
vec4 color = vec4(texture(u_layer1, v_uvs.xy + u_offset[i]).a);
sum += color * (kernel[i] / u_outline_strength);
}
if((selection_layer.rgb == x_axis || selection_layer.rgb == y_axis || selection_layer.rgb == z_axis))
{
frag_color = result;
}
else
{
frag_color = mix(result, u_outline_color, abs(sum.a));
}
}
[defaults]
u_layer0 = 0
u_layer1 = 1