Shaders now are managed by a manger that can do hot reloading and it also will detect a bad shader and use an ERROR shader so you know it's busted visually.

This commit is contained in:
Zed A. Shaw 2025-04-13 17:11:21 -04:00
parent a5b8e411e3
commit 35ced58cc9
14 changed files with 144 additions and 13 deletions

View file

@ -1,25 +0,0 @@
uniform sampler2D source;
uniform sampler2D bloom;
uniform vec2 offsetFactor;
uniform float darkness;
void main()
{
vec2 textureCoordinates = gl_TexCoord[0].xy;
vec4 color = vec4(0.0);
color += texture2D(source, textureCoordinates - 4.0 * offsetFactor) * 0.0162162162;
color += texture2D(source, textureCoordinates - 3.0 * offsetFactor) * 0.0540540541;
color += texture2D(source, textureCoordinates - 2.0 * offsetFactor) * 0.1216216216;
color += texture2D(source, textureCoordinates - offsetFactor) * 0.1945945946;
color += texture2D(source, textureCoordinates) * 0.2270270270;
color += texture2D(source, textureCoordinates + offsetFactor) * 0.1945945946;
color += texture2D(source, textureCoordinates + 2.0 * offsetFactor) * 0.1216216216;
color += texture2D(source, textureCoordinates + 3.0 * offsetFactor) * 0.0540540541;
color += texture2D(source, textureCoordinates + 4.0 * offsetFactor) * 0.0162162162;
vec4 sourceFragment = texture2D(source, gl_TexCoord[0].xy);
vec4 bloomFragment = texture2D(bloom, gl_TexCoord[0].xy);
float alpha = color.a;
gl_FragColor = (color + sourceFragment - bloomFragment) * darkness;
gl_FragColor.a = alpha;
}