1 #pragma once 2 3 const char *const fireFragment = "#version 120\n\ 4 uniform sampler2D fireAlpha;\ 5 void main () {\ 6 vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\ 7 gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\ 8 }"; 9 const char *const fireVertex = "#version 120\n\ 10 void main(void)\ 11 {\ 12 gl_Position = ftransform();;\ 13 gl_FrontColor = gl_Color;\ 14 }"; 15 const char *const lensFragment = "#version 120\n\ 16 uniform sampler2D pTex;\ 17 uniform sampler2D tfX;\ 18 uniform sampler2D tfY;\ 19 uniform float xres;\ 20 uniform float yres;\ 21 void main () {\ 22 vec4 transformX = texture2D(tfX, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\ 23 vec4 transformY = -texture2D(tfY, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\ 24 transformX.r /= xres;\ 25 transformY.g /= yres;\ 26 vec4 texColor = vec4(\ 27 texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).r,\ 28 texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.875, transformY.g*0.875)).g,\ 29 texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r, transformY.g)).b,\ 30 1.0\ 31 );\ 32 gl_FragColor = texColor;\ 33 }"; 34 const char *const lensVertex = "#version 120\n\ 35 void main(void)\ 36 {\ 37 gl_TexCoord[0] = gl_MultiTexCoord0;\ 38 gl_Position = ftransform();;\ 39 gl_FrontColor = gl_Color;\ 40 }"; 41 const char *const airVFragment = "#version 120\n\ 42 uniform sampler2D airX;\ 43 uniform sampler2D airY;\ 44 uniform sampler2D airP;\ 45 void main () {\ 46 vec4 texX = texture2D(airX, gl_TexCoord[0].st);\ 47 vec4 texY = texture2D(airY, gl_TexCoord[0].st);\ 48 vec4 texP = texture2D(airP, gl_TexCoord[0].st);\ 49 gl_FragColor = vec4(abs(texX.r)/2.0, texP.b/2.0, abs(texY.g)/2.0, 1.0);\ 50 }"; 51 const char *const airVVertex = "#version 120\n\ 52 void main(void)\ 53 {\ 54 gl_TexCoord[0] = gl_MultiTexCoord0;\ 55 gl_Position = ftransform();;\ 56 gl_FrontColor = gl_Color;\ 57 }"; 58 const char *const airPFragment = "#version 120\n\ 59 uniform sampler2D airX;\ 60 uniform sampler2D airY;\ 61 uniform sampler2D airP;\ 62 void main () {\ 63 vec4 texP = texture2D(airP, gl_TexCoord[0].st);\ 64 gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0);\ 65 }"; 66 const char *const airPVertex = "#version 120\n\ 67 void main(void)\ 68 {\ 69 gl_TexCoord[0] = gl_MultiTexCoord0;\ 70 gl_Position = ftransform();;\ 71 gl_FrontColor = gl_Color;\ 72 }"; 73 const char *const airCFragment = "#version 120\n\ 74 uniform sampler2D airX;\ 75 uniform sampler2D airY;\ 76 uniform sampler2D airP;\ 77 void main () {\ 78 vec4 texX = texture2D(airX, gl_TexCoord[0].st);\ 79 vec4 texY = texture2D(airY, gl_TexCoord[0].st);\ 80 vec4 texP = texture2D(airP, gl_TexCoord[0].st);\ 81 gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0) + vec4(abs(texX.r)/8.0, abs(texX.r)/8.0, abs(texX.r)/8.0, 1.0) + vec4(abs(texY.g)/8.0, abs(texY.g)/8.0, abs(texY.g)/8.0, 1.0);\ 82 }"; 83 const char *const airCVertex = "#version 120\n\ 84 void main(void)\ 85 {\ 86 gl_TexCoord[0] = gl_MultiTexCoord0;\ 87 gl_Position = ftransform();;\ 88 gl_FrontColor = gl_Color;\ 89 }"; 90