removes unused resources, and embedded font fix

This commit is contained in:
Llywelwyn 2023-07-28 01:51:14 +01:00
parent d2648c4560
commit 32044dbb6a
16 changed files with 21 additions and 140 deletions

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@ -1,12 +0,0 @@
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
void main()
{
vec3 col = texture(screenTexture, TexCoords).rgb;
FragColor = vec4(col, 1.0);
}

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#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
}

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#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
in vec3 ourBackground;
// texture sampler
uniform sampler2D texture1;
void main()
{
vec4 original = texture(texture1, TexCoord);
if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard;
vec4 fg = original * vec4(ourColor, 1.f);
FragColor = fg;
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec3 bColor;
layout (location = 3) in vec2 aTexCoord;
out vec3 ourColor;
out vec3 ourBackground;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
ourBackground = bColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

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#version 330 core
out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
in vec3 ourBackground;
// texture sampler
uniform sampler2D texture1;
void main()
{
vec4 original = texture(texture1, TexCoord);
vec4 fg = original.r > 0.1f || original.g > 0.1f || original.b > 0.1f ? original * vec4(ourColor, 1.f) : vec4(ourBackground, 1.f);
FragColor = fg;
}

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#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec3 bColor;
layout (location = 3) in vec2 aTexCoord;
out vec3 ourColor;
out vec3 ourBackground;
out vec2 TexCoord;
void main()
{
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
ourBackground = bColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
}

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#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D screenTexture;
uniform vec3 screenSize;
uniform bool screenBurn;
void main()
{
vec3 col = texture(screenTexture, TexCoords).rgb;
float scanLine = mod(gl_FragCoord.y, 2.0) * 0.25;
vec3 scanColor = col.rgb - scanLine;
if (col.r < 0.1f && col.g < 0.1f && col.b < 0.1f) {
if (screenBurn) {
float dist = (1.0 - distance(vec2(gl_FragCoord.x / screenSize.x, gl_FragCoord.y / screenSize.y), vec2(0.5,0.5))) * 0.2;
FragColor = vec4(0.0, dist, dist, 1.0);
} else {
FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
} else {
FragColor = vec4(scanColor, 1.0);
}
}

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#version 330 core
layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords;
void main()
{
TexCoords = aTexCoords;
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
}