Move shaders to separate files
Signed-off-by: Trial97 <alexandru.tripon97@gmail.com>
This commit is contained in:
21
launcher/resources/shaders/fshader.glsl
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21
launcher/resources/shaders/fshader.glsl
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// Copyright (C) 2024 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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// https://code.qt.io/cgit/qt/qtbase.git/tree/examples/opengl/cube/fshader.glsl
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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uniform sampler2D texture;
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varying vec2 v_texcoord;
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void main()
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{
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// Set fragment color from texture
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// gl_FragColor = texture2D(texture, v_texcoord);
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vec4 texColor = texture2D(texture, v_texcoord);
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if (texColor.a < 0.1) discard; // Optional: Discard fully transparent pixels
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gl_FragColor = texColor;
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}
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6
launcher/resources/shaders/shaders.qrc
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6
launcher/resources/shaders/shaders.qrc
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<RCC>
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<qresource prefix="/shaders">
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<file>vshader.glsl</file>
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<file>fshader.glsl</file>
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</qresource>
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</RCC>
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26
launcher/resources/shaders/vshader.glsl
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26
launcher/resources/shaders/vshader.glsl
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// Copyright (C) 2024 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
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// https://code.qt.io/cgit/qt/qtbase.git/tree/examples/opengl/cube/vshader.glsl
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#ifdef GL_ES
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// Set default precision to medium
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precision mediump int;
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precision mediump float;
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#endif
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uniform mat4 mvp_matrix;
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uniform mat4 model_matrix;
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attribute vec4 a_position;
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attribute vec2 a_texcoord;
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varying vec2 v_texcoord;
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void main()
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{
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// Calculate vertex position in screen space
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gl_Position = mvp_matrix * model_matrix * a_position;
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// Pass texture coordinate to fragment shader
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// Value will be automatically interpolated to fragments inside polygon faces
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v_texcoord = a_texcoord;
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}
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