mirror of
https://github.com/luanti-org/luanti.git
synced 2025-11-09 03:25:28 +01:00
Port most shaders to GLSL ES 3.0 (#16639)
This commit is contained in:
@@ -3,16 +3,12 @@
|
||||
uniform sampler2D rendered;
|
||||
uniform vec2 texelSize0;
|
||||
|
||||
varying vec2 sampleNW;
|
||||
varying vec2 sampleNE;
|
||||
varying vec2 sampleSW;
|
||||
varying vec2 sampleSE;
|
||||
VARYING_ vec2 sampleNW;
|
||||
VARYING_ vec2 sampleNE;
|
||||
VARYING_ vec2 sampleSW;
|
||||
VARYING_ vec2 sampleSE;
|
||||
|
||||
#ifdef GL_ES
|
||||
varying mediump vec2 varTexCoord;
|
||||
#else
|
||||
centroid varying vec2 varTexCoord;
|
||||
#endif
|
||||
CENTROID_ VARYING_ mediump vec2 varTexCoord;
|
||||
|
||||
/**
|
||||
Basic FXAA implementation based on the code on geeks3d.com with the
|
||||
@@ -63,7 +59,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 inverseVP,
|
||||
vec2 v_rgbNW, vec2 v_rgbNE,
|
||||
vec2 v_rgbSW, vec2 v_rgbSE,
|
||||
vec2 v_rgbM) {
|
||||
vec2 v_rgbM)
|
||||
{
|
||||
vec4 color;
|
||||
vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
|
||||
vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
|
||||
|
||||
Reference in New Issue
Block a user