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Reviewed shaders comment wording (#4793)

pull/4795/head
jordan4ibanez 1 个月前
committed by GitHub
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找不到此签名对应的密钥 GPG 密钥 ID: B5690EEEBB952194
共有 77 个文件被更改,包括 77 次插入77 次删除
  1. +1
    -1
      examples/core/resources/distortion100.fs
  2. +1
    -1
      examples/core/resources/distortion330.fs
  3. +1
    -1
      examples/models/resources/shaders/glsl330/voxel_lighting.fs
  4. +1
    -1
      examples/models/resources/shaders/glsl330/voxel_lighting.vs
  5. +1
    -1
      examples/others/resources/shaders/glsl100/point_particle.fs
  6. +1
    -1
      examples/others/resources/shaders/glsl100/point_particle.vs
  7. +1
    -1
      examples/others/resources/shaders/glsl330/point_particle.fs
  8. +1
    -1
      examples/others/resources/shaders/glsl330/point_particle.vs
  9. +1
    -1
      examples/shaders/resources/shaders/glsl100/base.fs
  10. +1
    -1
      examples/shaders/resources/shaders/glsl100/base.vs
  11. +1
    -1
      examples/shaders/resources/shaders/glsl100/bloom.fs
  12. +1
    -1
      examples/shaders/resources/shaders/glsl100/blur.fs
  13. +1
    -1
      examples/shaders/resources/shaders/glsl100/cross_hatching.fs
  14. +1
    -1
      examples/shaders/resources/shaders/glsl100/cross_stitching.fs
  15. +1
    -1
      examples/shaders/resources/shaders/glsl100/depth.fs
  16. +1
    -1
      examples/shaders/resources/shaders/glsl100/dream_vision.fs
  17. +1
    -1
      examples/shaders/resources/shaders/glsl100/fisheye.fs
  18. +1
    -1
      examples/shaders/resources/shaders/glsl100/fog.fs
  19. +1
    -1
      examples/shaders/resources/shaders/glsl100/grayscale.fs
  20. +1
    -1
      examples/shaders/resources/shaders/glsl100/lighting.fs
  21. +1
    -1
      examples/shaders/resources/shaders/glsl100/lighting.vs
  22. +1
    -1
      examples/shaders/resources/shaders/glsl100/lighting_instancing.vs
  23. +1
    -1
      examples/shaders/resources/shaders/glsl100/lightmap.vs
  24. +1
    -1
      examples/shaders/resources/shaders/glsl100/mask.fs
  25. +1
    -1
      examples/shaders/resources/shaders/glsl100/pixelizer.fs
  26. +1
    -1
      examples/shaders/resources/shaders/glsl100/posterization.fs
  27. +1
    -1
      examples/shaders/resources/shaders/glsl100/predator.fs
  28. +1
    -1
      examples/shaders/resources/shaders/glsl100/scanlines.fs
  29. +1
    -1
      examples/shaders/resources/shaders/glsl100/sobel.fs
  30. +1
    -1
      examples/shaders/resources/shaders/glsl100/swirl.fs
  31. +1
    -1
      examples/shaders/resources/shaders/glsl100/tiling.fs
  32. +1
    -1
      examples/shaders/resources/shaders/glsl120/base.fs
  33. +1
    -1
      examples/shaders/resources/shaders/glsl120/base.vs
  34. +1
    -1
      examples/shaders/resources/shaders/glsl120/bloom.fs
  35. +1
    -1
      examples/shaders/resources/shaders/glsl120/blur.fs
  36. +1
    -1
      examples/shaders/resources/shaders/glsl120/cross_hatching.fs
  37. +1
    -1
      examples/shaders/resources/shaders/glsl120/cross_stitching.fs
  38. +1
    -1
      examples/shaders/resources/shaders/glsl120/dream_vision.fs
  39. +1
    -1
      examples/shaders/resources/shaders/glsl120/fisheye.fs
  40. +1
    -1
      examples/shaders/resources/shaders/glsl120/fog.fs
  41. +1
    -1
      examples/shaders/resources/shaders/glsl120/grayscale.fs
  42. +1
    -1
      examples/shaders/resources/shaders/glsl120/lighting.fs
  43. +1
    -1
      examples/shaders/resources/shaders/glsl120/lighting.vs
  44. +1
    -1
      examples/shaders/resources/shaders/glsl120/lightmap.vs
  45. +1
    -1
      examples/shaders/resources/shaders/glsl120/pixelizer.fs
  46. +1
    -1
      examples/shaders/resources/shaders/glsl120/posterization.fs
  47. +1
    -1
      examples/shaders/resources/shaders/glsl120/predator.fs
  48. +1
    -1
      examples/shaders/resources/shaders/glsl120/scanlines.fs
  49. +1
    -1
      examples/shaders/resources/shaders/glsl120/shadowmap.vs
  50. +1
    -1
      examples/shaders/resources/shaders/glsl120/sobel.fs
  51. +1
    -1
      examples/shaders/resources/shaders/glsl120/swirl.fs
  52. +1
    -1
      examples/shaders/resources/shaders/glsl330/base.fs
  53. +1
    -1
      examples/shaders/resources/shaders/glsl330/base.vs
  54. +1
    -1
      examples/shaders/resources/shaders/glsl330/bloom.fs
  55. +1
    -1
      examples/shaders/resources/shaders/glsl330/blur.fs
  56. +1
    -1
      examples/shaders/resources/shaders/glsl330/cross_hatching.fs
  57. +1
    -1
      examples/shaders/resources/shaders/glsl330/cross_stitching.fs
  58. +1
    -1
      examples/shaders/resources/shaders/glsl330/depth.fs
  59. +1
    -1
      examples/shaders/resources/shaders/glsl330/dream_vision.fs
  60. +1
    -1
      examples/shaders/resources/shaders/glsl330/fisheye.fs
  61. +1
    -1
      examples/shaders/resources/shaders/glsl330/fog.fs
  62. +1
    -1
      examples/shaders/resources/shaders/glsl330/grayscale.fs
  63. +1
    -1
      examples/shaders/resources/shaders/glsl330/hybrid_raster.fs
  64. +1
    -1
      examples/shaders/resources/shaders/glsl330/lighting.fs
  65. +1
    -1
      examples/shaders/resources/shaders/glsl330/lighting.vs
  66. +1
    -1
      examples/shaders/resources/shaders/glsl330/lighting_instancing.vs
  67. +1
    -1
      examples/shaders/resources/shaders/glsl330/overdraw.fs
  68. +1
    -1
      examples/shaders/resources/shaders/glsl330/pixelizer.fs
  69. +1
    -1
      examples/shaders/resources/shaders/glsl330/posterization.fs
  70. +1
    -1
      examples/shaders/resources/shaders/glsl330/predator.fs
  71. +1
    -1
      examples/shaders/resources/shaders/glsl330/scanlines.fs
  72. +1
    -1
      examples/shaders/resources/shaders/glsl330/shadowmap.vs
  73. +1
    -1
      examples/shaders/resources/shaders/glsl330/sobel.fs
  74. +1
    -1
      examples/shaders/resources/shaders/glsl330/spotlight.fs
  75. +1
    -1
      examples/shaders/resources/shaders/glsl330/swirl.fs
  76. +1
    -1
      examples/text/resources/shaders/glsl100/sdf.fs
  77. +1
    -1
      examples/text/resources/shaders/glsl330/sdf.fs

+ 1
- 1
examples/core/resources/distortion100.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
uniform vec2 leftLensCenter;
uniform vec2 rightLensCenter;
uniform vec2 leftScreenCenter;

+ 1
- 1
examples/core/resources/distortion330.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);

+ 1
- 1
examples/models/resources/shaders/glsl330/voxel_lighting.fs 查看文件

@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

+ 1
- 1
examples/models/resources/shaders/glsl330/voxel_lighting.vs 查看文件

@ -17,7 +17,7 @@ out vec3 fragPosition;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/others/resources/shaders/glsl100/point_particle.fs 查看文件

@ -5,7 +5,7 @@ precision mediump float;
// Input uniform values
uniform vec4 color;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/others/resources/shaders/glsl100/point_particle.vs 查看文件

@ -7,7 +7,7 @@ attribute vec3 vertexPosition;
uniform mat4 mvp;
uniform float currentTime;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/others/resources/shaders/glsl330/point_particle.fs 查看文件

@ -6,7 +6,7 @@ uniform vec4 color;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/others/resources/shaders/glsl330/point_particle.vs 查看文件

@ -7,7 +7,7 @@ in vec3 vertexPosition;
uniform mat4 mvp;
uniform float currentTime;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/base.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/base.vs 查看文件

@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/bloom.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance

+ 1
- 1
examples/shaders/resources/shaders/glsl100/blur.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl100/cross_hatching.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;

+ 1
- 1
examples/shaders/resources/shaders/glsl100/cross_stitching.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl100/depth.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0; // Depth texture
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/dream_vision.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/fisheye.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
const float PI = 3.1415926535;

+ 1
- 1
examples/shaders/resources/shaders/glsl100/fog.fs 查看文件

@ -12,7 +12,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

+ 1
- 1
examples/shaders/resources/shaders/glsl100/grayscale.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/lighting.fs 查看文件

@ -12,7 +12,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

+ 1
- 1
examples/shaders/resources/shaders/glsl100/lighting.vs 查看文件

@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)

+ 1
- 1
examples/shaders/resources/shaders/glsl100/lighting_instancing.vs 查看文件

@ -18,7 +18,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/lightmap.vs 查看文件

@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec2 fragTexCoord2;
varying vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/mask.fs 查看文件

@ -12,7 +12,7 @@ uniform sampler2D mask;
uniform vec4 colDiffuse;
uniform int frame;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/pixelizer.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl100/posterization.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
float gamma = 0.6;
float numColors = 8.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl100/predator.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl100/scanlines.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
float offset = 0.0;
float frequency = 450.0/3.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl100/sobel.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
vec2 resolution = vec2(800.0, 450.0);
void main()

+ 1
- 1
examples/shaders/resources/shaders/glsl100/swirl.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl100/tiling.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
uniform vec2 tiling;
void main()

+ 1
- 1
examples/shaders/resources/shaders/glsl120/base.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
uniform vec2 resolution = vec2(800, 450);
void main()

+ 1
- 1
examples/shaders/resources/shaders/glsl120/base.vs 查看文件

@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl120/bloom.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
const vec2 size = vec2(800, 450); // Framebuffer size
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance

+ 1
- 1
examples/shaders/resources/shaders/glsl120/blur.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl120/cross_hatching.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;

+ 1
- 1
examples/shaders/resources/shaders/glsl120/cross_stitching.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl120/dream_vision.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl120/fisheye.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
const float PI = 3.1415926535;

+ 1
- 1
examples/shaders/resources/shaders/glsl120/fog.fs 查看文件

@ -10,7 +10,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

+ 1
- 1
examples/shaders/resources/shaders/glsl120/grayscale.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl120/lighting.fs 查看文件

@ -10,7 +10,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

+ 1
- 1
examples/shaders/resources/shaders/glsl120/lighting.vs 查看文件

@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)

+ 1
- 1
examples/shaders/resources/shaders/glsl120/lightmap.vs 查看文件

@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec2 fragTexCoord2;
varying vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl120/pixelizer.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl120/posterization.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
float gamma = 0.6;
float numColors = 8.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl120/predator.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl120/scanlines.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
float offset = 0.0;
float frequency = 450.0/3.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl120/shadowmap.vs 查看文件

@ -17,7 +17,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl120/sobel.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
vec2 resolution = vec2(800.0, 450.0);
void main()

+ 1
- 1
examples/shaders/resources/shaders/glsl120/swirl.fs 查看文件

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800;

+ 1
- 1
examples/shaders/resources/shaders/glsl330/base.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/base.vs 查看文件

@ -13,7 +13,7 @@ uniform mat4 mvp;
out vec2 fragTexCoord;
out vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/bloom.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
const vec2 size = vec2(800, 450); // Framebuffer size
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance

+ 1
- 1
examples/shaders/resources/shaders/glsl330/blur.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800;

+ 1
- 1
examples/shaders/resources/shaders/glsl330/cross_hatching.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;

+ 1
- 1
examples/shaders/resources/shaders/glsl330/cross_stitching.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl330/depth.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/dream_vision.fs 查看文件

@ -7,7 +7,7 @@ out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/fisheye.fs 查看文件

@ -7,7 +7,7 @@ out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
const float PI = 3.1415926535;

+ 1
- 1
examples/shaders/resources/shaders/glsl330/fog.fs 查看文件

@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

+ 1
- 1
examples/shaders/resources/shaders/glsl330/grayscale.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/hybrid_raster.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
//out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/lighting.fs 查看文件

@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

+ 1
- 1
examples/shaders/resources/shaders/glsl330/lighting.vs 查看文件

@ -17,7 +17,7 @@ out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/lighting_instancing.vs 查看文件

@ -18,7 +18,7 @@ out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/overdraw.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/pixelizer.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800;

+ 1
- 1
examples/shaders/resources/shaders/glsl330/posterization.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
float gamma = 0.6;
float numColors = 8.0;

+ 1
- 1
examples/shaders/resources/shaders/glsl330/predator.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/scanlines.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800;

+ 1
- 1
examples/shaders/resources/shaders/glsl330/shadowmap.vs 查看文件

@ -17,7 +17,7 @@ out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

+ 1
- 1
examples/shaders/resources/shaders/glsl330/sobel.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
uniform vec2 resolution = vec2(800, 450);
void main()

+ 1
- 1
examples/shaders/resources/shaders/glsl330/spotlight.fs 查看文件

@ -7,7 +7,7 @@ in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
#define MAX_SPOTS 3

+ 1
- 1
examples/shaders/resources/shaders/glsl330/swirl.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800;

+ 1
- 1
examples/text/resources/shaders/glsl100/sdf.fs 查看文件

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
const float smoothing = 1.0/16.0;
void main()

+ 1
- 1
examples/text/resources/shaders/glsl330/sdf.fs 查看文件

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add k">here your custom err">variables
// NOTE: Add your custom nf">variables here
void main()
{

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