Moved all bindings to the "bindings" sub-directory

Renamed the CSFML directory to c
Renamed the DSFML directory to d
--> bindings must now be updated to match the new organization!

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-11-09 17:13:17 +00:00
parent 0cc5563cac
commit 0e2297af28
417 changed files with 0 additions and 0 deletions

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uniform sampler2D texture;
uniform float offset;
void main()
{
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 c0 = texture2D(texture, gl_TexCoord[0].xy);
vec4 c1 = texture2D(texture, gl_TexCoord[0].xy - offy);
vec4 c2 = texture2D(texture, gl_TexCoord[0].xy + offy);
vec4 c3 = texture2D(texture, gl_TexCoord[0].xy - offx);
vec4 c4 = texture2D(texture, gl_TexCoord[0].xy + offx);
gl_FragColor = gl_Color * (c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2);
}

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uniform sampler2D texture;
uniform vec3 color;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
float gray = pixel.r * 0.39 + pixel.g * 0.50 + pixel.b * 0.11;
gl_FragColor = vec4(gray * color, 1.0) * 0.6 + pixel * 0.4;
gl_FragColor.a = pixel.a;
}

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uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float len = distance(gl_TexCoord[0].xy, mouse) * 7.0;
vec2 coords = gl_TexCoord[0].xy;
if (len < 1.0)
coords += (gl_TexCoord[0].xy - mouse) * len;
gl_FragColor = texture2D(texture, coords) * gl_Color;
}

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uniform sampler2D texture;
void main()
{
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy) * gl_Color;
}

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uniform sampler2D texture;
uniform vec2 mouse;
void main()
{
float factor = 5 + 100 * length(mouse);
vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
gl_FragColor = texture2D(texture, pos) * gl_Color;
}

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uniform sampler2D texture;
uniform sampler2D wave;
uniform vec2 offset;
void main()
{
vec2 texoffset = texture2D(wave, (gl_TexCoord[0].xy * offset).xy);
texoffset -= vec2(0.5, 0.5);
texoffset *= 0.05;
gl_FragColor = texture2D(texture, gl_TexCoord[0].xy + texoffset) * gl_Color;
}