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Review GLSL 120 shaders

Not tested, could have errors
pull/384/head
Ray San 7 years ago
parent
commit
4fe8e05a7f
15 changed files with 0 additions and 30 deletions
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      examples/shaders/resources/shaders/glsl120/base.fs
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      examples/shaders/resources/shaders/glsl120/bloom.fs
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      examples/shaders/resources/shaders/glsl120/blur.fs
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      examples/shaders/resources/shaders/glsl120/cross_hatching.fs
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      examples/shaders/resources/shaders/glsl120/cross_stitching.fs
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      examples/shaders/resources/shaders/glsl120/distortion.fs
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      examples/shaders/resources/shaders/glsl120/dream_vision.fs
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      examples/shaders/resources/shaders/glsl120/fisheye.fs
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      examples/shaders/resources/shaders/glsl120/grayscale.fs
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      examples/shaders/resources/shaders/glsl120/pixelizer.fs
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      examples/shaders/resources/shaders/glsl120/posterization.fs
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      examples/shaders/resources/shaders/glsl120/predator.fs
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      examples/shaders/resources/shaders/glsl120/scanlines.fs
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      examples/shaders/resources/shaders/glsl120/sobel.fs
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      examples/shaders/resources/shaders/glsl120/swirl.fs

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examples/shaders/resources/shaders/glsl120/base.fs View File

@ -1,7 +1,5 @@
#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/bloom.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/blur.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/cross_hatching.fs View File

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# version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/cross_stitching.fs View File

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# version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/distortion.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;

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examples/shaders/resources/shaders/glsl120/dream_vision.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/fisheye.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/grayscale.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/pixelizer.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/posterization.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/predator.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/scanlines.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/sobel.fs View File

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#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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examples/shaders/resources/shaders/glsl120/swirl.fs View File

@ -1,7 +1,5 @@
#version 120
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;

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