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new screenshot

pull/5615/head
ggrizzly 1 week geleden
bovenliggende
commit
351f666ec8
5 gewijzigde bestanden met toevoegingen van 44 en 0 verwijderingen
  1. +7
    -0
      examples/shaders/resources/shaders/glsl100/outline_hull.fs
  2. +15
    -0
      examples/shaders/resources/shaders/glsl100/outline_hull.vs
  3. +7
    -0
      examples/shaders/resources/shaders/glsl120/outline_hull.fs
  4. +15
    -0
      examples/shaders/resources/shaders/glsl120/outline_hull.vs
  5. BIN
      examples/shaders/shaders_cel_shading.png

+ 7
- 0
examples/shaders/resources/shaders/glsl100/outline_hull.fs Bestand weergeven

@ -0,0 +1,7 @@
#version 330
out vec4 finalColor;
void main() {
finalColor = vec4(0.05, 0.05, 0.05, 1.0);
}

+ 15
- 0
examples/shaders/resources/shaders/glsl100/outline_hull.vs Bestand weergeven

@ -0,0 +1,15 @@
#version 330
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexColor;
uniform mat4 mvp;
uniform float outlineThickness;
void main() {
// Extrude vertex along its normal to create the hull.
vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
gl_Position = mvp * vec4(extruded, 1.0);
}

+ 7
- 0
examples/shaders/resources/shaders/glsl120/outline_hull.fs Bestand weergeven

@ -0,0 +1,7 @@
#version 330
out vec4 finalColor;
void main() {
finalColor = vec4(0.05, 0.05, 0.05, 1.0);
}

+ 15
- 0
examples/shaders/resources/shaders/glsl120/outline_hull.vs Bestand weergeven

@ -0,0 +1,15 @@
#version 330
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexColor;
uniform mat4 mvp;
uniform float outlineThickness;
void main() {
// Extrude vertex along its normal to create the hull.
vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
gl_Position = mvp * vec4(extruded, 1.0);
}

BIN
examples/shaders/shaders_cel_shading.png Bestand weergeven

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