Added support for the CMake build system

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1550 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
LaurentGom 2010-08-19 15:59:24 +00:00
parent aa612ec63a
commit a991fe8e4d
144 changed files with 2086 additions and 7033 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 pixel = texture2D(texture, gl_TexCoord[0].xy) * 1 +
texture2D(texture, gl_TexCoord[0].xy - offx) * 2 +
texture2D(texture, gl_TexCoord[0].xy + offx) * 2 +
texture2D(texture, gl_TexCoord[0].xy - offy) * 2 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1;
gl_FragColor = gl_Color * (pixel / 13.0);
}

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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 float threshold;
void main()
{
const float offset = 1.0 / 512.0;
vec2 offx = vec2(offset, 0.0);
vec2 offy = vec2(0.0, offset);
vec4 hEdge = texture2D(texture, gl_TexCoord[0].xy - offy) * -2.0 +
texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * -1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * -1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
vec4 vEdge = texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
texture2D(texture, gl_TexCoord[0].xy + offx) * -2.0 +
texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy - offx + offy) * -1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
texture2D(texture, gl_TexCoord[0].xy + offx + offy) * -1.0;
vec3 result = sqrt(hEdge.rgb * hEdge.rgb + vEdge.rgb * vEdge.rgb);
float edge = length(result);
if (edge > threshold)
gl_FragColor.rgb = vec3(0, 0, 0);
else
gl_FragColor.rgb = vec3(1, 1, 1);
gl_FragColor.a = gl_Color.a * texture2D(texture, gl_TexCoord[0].xy).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 = vec2(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;
}