Ray 9 月之前
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0d39e7137b

+ 10 - 2
examples/shaders/resources/shaders/glsl330/hybrid_raster.fs

@@ -1,14 +1,22 @@
-#version 330             
+#version 330
 
+// Input vertex attributes (from vertex shader)
 in vec2 fragTexCoord;
 in vec4 fragColor;
 
+// Input uniform values
 uniform sampler2D texture0;
 uniform vec4 colDiffuse;
 
+// Output fragment color
+//out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
 void main()
 {
-    vec4 texelColor = texture2D(texture0, fragTexCoord);
+    vec4 texelColor = texture(texture0, fragTexCoord);
+    
     gl_FragColor = texelColor*colDiffuse*fragColor;
 	gl_FragDepth = gl_FragCoord.z;
 }

+ 13 - 13
examples/shaders/resources/shaders/glsl330/sobel.fs

@@ -20,22 +20,22 @@ void main()
     float y = 1.0/resolution.y;
 
     vec4 horizEdge = vec4(0.0);
-    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
-    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y    ))*2.0;
-    horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
-    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
-    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y    ))*2.0;
-    horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+    horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+    horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y    ))*2.0;
+    horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+    horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+    horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y    ))*2.0;
+    horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
 
     vec4 vertEdge = vec4(0.0);
-    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
-    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y - y))*2.0;
-    vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
-    vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
-    vertEdge += texture2D(texture0, vec2(fragTexCoord.x    , fragTexCoord.y + y))*2.0;
-    vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+    vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+    vertEdge -= texture(texture0, vec2(fragTexCoord.x    , fragTexCoord.y - y))*2.0;
+    vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+    vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+    vertEdge += texture(texture0, vec2(fragTexCoord.x    , fragTexCoord.y + y))*2.0;
+    vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
 
     vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
 
-    finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
+    finalColor = vec4(edge, texture(texture0, fragTexCoord).a);
 }

+ 1 - 1
examples/shaders/resources/shaders/glsl330/swirl.fs

@@ -41,7 +41,7 @@ void main()
     }
 
     tc += center;
-    vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
+    vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
 
     finalColor = vec4(color.rgb, 1.0);;
 }