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-rw-r--r--assets/Basic.glsl31
-rw-r--r--assets/Compute.glsl24
-rw-r--r--assets/ImageProcessing.glsl31
-rw-r--r--assets/ParticleSystem.glsl58
-rw-r--r--assets/TextureProcessor.glsl43
-rw-r--r--assets/Textured.glsl41
6 files changed, 0 insertions, 228 deletions
diff --git a/assets/Basic.glsl b/assets/Basic.glsl
deleted file mode 100644
index f6016f7..0000000
--- a/assets/Basic.glsl
+++ /dev/null
@@ -1,31 +0,0 @@
-#type vertex
-#version 330 core
-
-layout(location = 0) in vec3 a_Position;
-layout(location = 1) in vec4 a_Color;
-
-uniform mat4 u_ViewProjection;
-uniform mat4 u_Transform;
-
-out vec3 v_Position;
-out vec4 v_Color;
-
-void main()
-{
- v_Position = a_Position;
- v_Color = a_Color;
- gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
-}
-
-#type fragment
-#version 330 core
-
-layout(location = 0) out vec4 color;
-
-in vec3 v_Position;
-in vec4 v_Color;
-
-void main()
-{
- color = v_Color;
-}
diff --git a/assets/Compute.glsl b/assets/Compute.glsl
deleted file mode 100644
index 9a36a84..0000000
--- a/assets/Compute.glsl
+++ /dev/null
@@ -1,24 +0,0 @@
-#type compute
-#version 430 core
-
-layout(local_size_x = 256) in;
-
-layout(std430, binding = 0) buffer InputBuffer
-{
- float data[];
-} inputBuffer;
-
-layout(std430, binding = 1) buffer OutputBuffer
-{
- float data[];
-} outputBuffer;
-
-uniform float u_Scale;
-uniform float u_Offset;
-
-void main()
-{
- uint index = gl_GlobalInvocationID.x;
- float inputValue = inputBuffer.data[index];
- outputBuffer.data[index] = inputValue * u_Scale + u_Offset;
-}
diff --git a/assets/ImageProcessing.glsl b/assets/ImageProcessing.glsl
deleted file mode 100644
index 3a05425..0000000
--- a/assets/ImageProcessing.glsl
+++ /dev/null
@@ -1,31 +0,0 @@
-#type compute
-#version 430 core
-
-layout(local_size_x = 16, local_size_y = 16) in;
-
-layout(binding = 0) uniform sampler2D u_InputTexture;
-layout(binding = 1, rgba8) uniform image2D u_OutputTexture;
-
-uniform vec2 u_TextureSize;
-uniform float u_Brightness;
-uniform float u_Contrast;
-uniform float u_Saturation;
-
-void main()
-{
- ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
-
- if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y))
- return;
-
- vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize;
- vec4 color = texture(u_InputTexture, texCoord);
-
- color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness;
-
- float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
- color.rgb = mix(vec3(luminance), color.rgb, u_Saturation);
- color.rgb = clamp(color.rgb, 0.0, 1.0);
-
- imageStore(u_OutputTexture, pixelCoord, color);
-}
diff --git a/assets/ParticleSystem.glsl b/assets/ParticleSystem.glsl
deleted file mode 100644
index d40726d..0000000
--- a/assets/ParticleSystem.glsl
+++ /dev/null
@@ -1,58 +0,0 @@
-#type compute
-#version 430 core
-
-layout(local_size_x = 256) in;
-
-struct Particle
-{
- vec4 position; // xyz = position, w = lifetime
- vec4 velocity; // xyz = velocity, w = mass
- vec4 color; // rgba = color
-};
-
-layout(std430, binding = 0) buffer ParticleBuffer
-{
- Particle particles[];
-} particleBuffer;
-
-uniform float u_DeltaTime;
-uniform vec3 u_Gravity;
-uniform vec3 u_EmitterPosition;
-uniform float u_EmissionRate;
-uniform float u_ParticleLifetime;
-uniform float u_Time;
-
-void main()
-{
- uint index = gl_GlobalInvocationID.x;
-
- if (index >= particles.length())
- return;
-
- Particle particle = particleBuffer.particles[index];
-
- particle.position.w -= u_DeltaTime;
-
- if (particle.position.w <= 0.0)
- {
- particle.position.xyz = u_EmitterPosition;
- particle.position.w = u_ParticleLifetime;
-
- float angle = fract(sin(dot(vec2(index, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 2.0 * 3.14159;
- float speed = 2.0 + fract(sin(dot(vec2(index + 1, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 3.0;
- particle.velocity.xyz = vec3(cos(angle) * speed, 5.0, sin(angle) * speed);
- particle.velocity.w = 1.0;
-
- particle.color = vec4(1.0, 0.5 + 0.5 * fract(sin(index * 123.456) * 43758.5453), 0.2, 1.0);
- }
- else
- {
- particle.velocity.xyz += u_Gravity * u_DeltaTime;
- particle.position.xyz += particle.velocity.xyz * u_DeltaTime;
-
- float lifeRatio = particle.position.w / u_ParticleLifetime;
- particle.color.a = lifeRatio;
- }
-
- particleBuffer.particles[index] = particle;
-}
diff --git a/assets/TextureProcessor.glsl b/assets/TextureProcessor.glsl
deleted file mode 100644
index a234ac8..0000000
--- a/assets/TextureProcessor.glsl
+++ /dev/null
@@ -1,43 +0,0 @@
-#type compute
-#version 430 core
-
-layout(local_size_x = 16, local_size_y = 16) in;
-
-layout(binding = 0) uniform sampler2D u_InputTexture;
-layout(binding = 1, rgba8) uniform image2D u_OutputTexture;
-
-uniform vec2 u_TextureSize;
-uniform float u_Time;
-uniform float u_Brightness;
-uniform float u_Contrast;
-uniform float u_Saturation;
-
-void main()
-{
- ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy);
-
- if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y))
- return;
-
- vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize;
- vec4 color = texture(u_InputTexture, texCoord);
-
- float time = u_Time * 2.0f;
- float u = texCoord.x;
- float v = texCoord.y;
-
- float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f);
- wave = (wave + 1.0f) * 0.5f;
-
- vec4 animatedColor = vec4(wave, 1.0f - wave, (u + v) * 0.5f, 1.0f);
- color = mix(color, animatedColor, 0.3f);
-
- color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness;
-
- float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
- color.rgb = mix(vec3(luminance), color.rgb, u_Saturation);
-
- color.rgb = clamp(color.rgb, 0.0, 1.0);
-
- imageStore(u_OutputTexture, pixelCoord, color);
-}
diff --git a/assets/Textured.glsl b/assets/Textured.glsl
deleted file mode 100644
index ad135fe..0000000
--- a/assets/Textured.glsl
+++ /dev/null
@@ -1,41 +0,0 @@
-#type vertex
-#version 330 core
-
-layout(location = 0) in vec3 a_Position;
-layout(location = 1) in vec4 a_Color;
-layout(location = 2) in vec2 a_TexCoord;
-
-uniform mat4 u_ViewProjection;
-uniform mat4 u_Transform;
-
-out vec3 v_Position;
-out vec4 v_Color;
-out vec2 v_TexCoord;
-
-void main()
-{
- v_Position = a_Position;
- v_Color = a_Color;
- v_TexCoord = a_TexCoord;
- gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
-}
-
-#type fragment
-#version 330 core
-
-layout(location = 0) out vec4 color;
-
-in vec3 v_Position;
-in vec4 v_Color;
-in vec2 v_TexCoord;
-
-uniform sampler2D u_Texture;
-
-void main()
-{
- vec4 texColor = texture(u_Texture, v_TexCoord);
- if (texColor.rgb == vec3(0.0))
- color = v_Color;
- else
- color = v_Color * texColor;
-}