mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-12-25 14:36:13 +01:00
Update warp algo
This commit is contained in:
parent
84ea17c76b
commit
35eb2f9ef4
13 changed files with 131 additions and 0 deletions
3
scripts/Script610/Script610.gml
Normal file
3
scripts/Script610/Script610.gml
Normal file
|
@ -0,0 +1,3 @@
|
|||
function Script610(){
|
||||
|
||||
}
|
3
scripts/node_area611/node_area611.gml
Normal file
3
scripts/node_area611/node_area611.gml
Normal file
|
@ -0,0 +1,3 @@
|
|||
function node_area611(){
|
||||
|
||||
}
|
3
scripts/node_lerp609/node_lerp609.gml
Normal file
3
scripts/node_lerp609/node_lerp609.gml
Normal file
|
@ -0,0 +1,3 @@
|
|||
function node_lerp609(){
|
||||
|
||||
}
|
3
scripts/node_perlin612/node_perlin612.gml
Normal file
3
scripts/node_perlin612/node_perlin612.gml
Normal file
|
@ -0,0 +1,3 @@
|
|||
function node_perlin612(){
|
||||
|
||||
}
|
3
scripts/node_wrap608/node_wrap608.gml
Normal file
3
scripts/node_wrap608/node_wrap608.gml
Normal file
|
@ -0,0 +1,3 @@
|
|||
function node_wrap608(){
|
||||
|
||||
}
|
10
shaders/Shader182/Shader182.fsh
Normal file
10
shaders/Shader182/Shader182.fsh
Normal file
|
@ -0,0 +1,10 @@
|
|||
//
|
||||
// Simple passthrough fragment shader
|
||||
//
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
|
||||
}
|
19
shaders/Shader182/Shader182.vsh
Normal file
19
shaders/Shader182/Shader182.vsh
Normal file
|
@ -0,0 +1,19 @@
|
|||
//
|
||||
// Simple passthrough vertex shader
|
||||
//
|
||||
attribute vec3 in_Position; // (x,y,z)
|
||||
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
|
||||
attribute vec4 in_Colour; // (r,g,b,a)
|
||||
attribute vec2 in_TextureCoord; // (u,v)
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
|
||||
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
|
||||
|
||||
v_vColour = in_Colour;
|
||||
v_vTexcoord = in_TextureCoord;
|
||||
}
|
10
shaders/Shader184/Shader184.fsh
Normal file
10
shaders/Shader184/Shader184.fsh
Normal file
|
@ -0,0 +1,10 @@
|
|||
//
|
||||
// Simple passthrough fragment shader
|
||||
//
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
|
||||
}
|
19
shaders/Shader184/Shader184.vsh
Normal file
19
shaders/Shader184/Shader184.vsh
Normal file
|
@ -0,0 +1,19 @@
|
|||
//
|
||||
// Simple passthrough vertex shader
|
||||
//
|
||||
attribute vec3 in_Position; // (x,y,z)
|
||||
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
|
||||
attribute vec4 in_Colour; // (r,g,b,a)
|
||||
attribute vec2 in_TextureCoord; // (u,v)
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
|
||||
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
|
||||
|
||||
v_vColour = in_Colour;
|
||||
v_vTexcoord = in_TextureCoord;
|
||||
}
|
|
@ -0,0 +1,10 @@
|
|||
//
|
||||
// Simple passthrough fragment shader
|
||||
//
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
//
|
||||
// Simple passthrough vertex shader
|
||||
//
|
||||
attribute vec3 in_Position; // (x,y,z)
|
||||
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
|
||||
attribute vec4 in_Colour; // (r,g,b,a)
|
||||
attribute vec2 in_TextureCoord; // (u,v)
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
|
||||
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
|
||||
|
||||
v_vColour = in_Colour;
|
||||
v_vTexcoord = in_TextureCoord;
|
||||
}
|
10
shaders/sh_warp_4points183/sh_warp_4points183.fsh
Normal file
10
shaders/sh_warp_4points183/sh_warp_4points183.fsh
Normal file
|
@ -0,0 +1,10 @@
|
|||
//
|
||||
// Simple passthrough fragment shader
|
||||
//
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
|
||||
}
|
19
shaders/sh_warp_4points183/sh_warp_4points183.vsh
Normal file
19
shaders/sh_warp_4points183/sh_warp_4points183.vsh
Normal file
|
@ -0,0 +1,19 @@
|
|||
//
|
||||
// Simple passthrough vertex shader
|
||||
//
|
||||
attribute vec3 in_Position; // (x,y,z)
|
||||
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
|
||||
attribute vec4 in_Colour; // (r,g,b,a)
|
||||
attribute vec2 in_TextureCoord; // (u,v)
|
||||
|
||||
varying vec2 v_vTexcoord;
|
||||
varying vec4 v_vColour;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
|
||||
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
|
||||
|
||||
v_vColour = in_Colour;
|
||||
v_vTexcoord = in_TextureCoord;
|
||||
}
|
Loading…
Reference in a new issue