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A little more shader cleanup.

+2 -62
-2
demos/common/common.c
··· 141 141 SDL_RWread(rwops, source + strlen(source), 1, file_size); 142 142 source[header_size + file_size] = '\0'; 143 143 144 - GPU_LogError("\n\nSOURCE AFTER: %s\n\n", source); 145 - 146 144 // Compile the shader 147 145 shader = GPU_CompileShader(shader_type, source); 148 146
-9
tests/data/shaders/blue_sprites.vert
··· 1 - varying vec4 color; 2 - 3 - void main(void) 4 - { 5 - color.rg = abs(gl_Vertex.xy)*0.002; 6 - color.b = length(gl_Vertex.xy)*0.002; 7 - color.a = 1.0; 8 - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 9 - }
-6
tests/data/shaders/pass_color.frag
··· 1 - varying vec4 color; 2 - 3 - void main(void) 4 - { 5 - gl_FragColor = color; 6 - }
-11
tests/data/shaders/shader-attributes.frag
··· 1 - varying vec4 color; 2 - varying vec2 texCoord; 3 - 4 - uniform sampler2D tex; 5 - uniform float time; 6 - 7 - void main(void) 8 - { 9 - vec4 fcolor = vec4(0.5*(1 + vec3(sin(time), sin(time/5), sin(time/3))), color.a); 10 - gl_FragColor = texture2D(tex, texCoord) * fcolor; 11 - }
-14
tests/data/shaders/shader-attributes.vert
··· 1 - attribute vec3 gpu_Vertex; 2 - attribute vec2 gpu_TexCoord; 3 - attribute vec4 gpu_Color; 4 - uniform mat4 gpu_ModelViewProjectionMatrix; 5 - 6 - varying vec4 color; 7 - varying vec2 texCoord; 8 - 9 - void main(void) 10 - { 11 - color = gpu_Color; 12 - texCoord = vec2(gpu_TexCoord); 13 - gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 1.0); 14 - }
-9
tests/data/shaders/texture_color_mod.frag
··· 1 - varying vec4 color; 2 - varying vec2 texCoord; 3 - 4 - uniform sampler2D tex; 5 - 6 - void main(void) 7 - { 8 - gl_FragColor = texture2D(tex, texCoord) * color; 9 - }
-9
tests/data/shaders/texture_color_mod.vert
··· 1 - varying vec4 color; 2 - varying vec2 texCoord; 3 - 4 - void main(void) 5 - { 6 - color = gl_Color; 7 - texCoord = vec2(gl_MultiTexCoord0); 8 - gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 9 - }
+2 -2
tests/shader-attributes/main.c
··· 5 5 6 6 GPU_ShaderBlock load_shaders(Uint32* v, Uint32* f, Uint32* p) 7 7 { 8 - *v = load_shader(GPU_VERTEX_SHADER, "data/shaders/shader-attributes.vert"); 8 + *v = load_shader(GPU_VERTEX_SHADER, "data/shaders/time_mod.vert"); 9 9 10 10 if(!*v) 11 11 GPU_LogError("Failed to load vertex shader: %s\n", GPU_GetShaderMessage()); 12 12 13 - *f = load_shader(GPU_FRAGMENT_SHADER, "data/shaders/shader-attributes.frag"); 13 + *f = load_shader(GPU_FRAGMENT_SHADER, "data/shaders/time_mod.frag"); 14 14 15 15 if(!*f) 16 16 GPU_LogError("Failed to load fragment shader: %s\n", GPU_GetShaderMessage());