rip 9nth texture
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+3
-4
@@ -24,6 +24,7 @@ static char *output_shader_text = "#version 460\n"
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" fragColor = texture(tex0, vUV);\n"
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"}";
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// TODO monitor should have special shader to use full capacity
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static char *monitor_shader_text =
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"#version 460\n"
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"uniform sampler2D tex0;\n"
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@@ -34,7 +35,6 @@ static char *monitor_shader_text =
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"uniform sampler2D tex5;\n"
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"uniform sampler2D tex6;\n"
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"uniform sampler2D tex7;\n"
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"uniform sampler2D tex8;\n"
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"in vec2 vUV;\n"
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"out vec4 fragColor;\n"
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"float s(vec2 uv, float x0, float y0) {\n"
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@@ -50,9 +50,8 @@ static char *monitor_shader_text =
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" fragColor += s(uv,0,1) * texture(tex4, uv);\n"
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" fragColor += s(uv,1,1) * texture(tex5, uv);\n"
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" fragColor += s(uv,2,1) * texture(tex6, uv);\n"
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" fragColor += s(uv,0,0) * texture(tex7, uv);\n"
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" fragColor += s(uv,1,0) * texture(tex8, uv);\n"
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" fragColor += s(uv,2,0) * texture(tex0, uv);\n"
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" fragColor += s(uv,0.5,0) * texture(tex7, uv-vec2(0.5,0));\n"
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" fragColor += s(uv,1.5,0) * texture(tex0, uv-vec2(0.5,0));\n"
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"}";
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static const Vertex vertices[6] = {{{0.0f, 0.0f}}, {{0.0f, 1.0f}},
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