mirror of
https://github.com/The-Powder-Toy/The-Powder-Toy.git
synced 2025-08-19 14:41:29 +02:00
remove auto generated comments from all files, fix some missing tabs, remove unused variables from config.h
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@@ -1,18 +1,11 @@
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/*
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* Shaders.h
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*
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* Created on: Jan 7, 2012
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* Author: Simon
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*/
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#ifndef SHADERS_H_
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#define SHADERS_H_
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const char * fireFragment = "#version 120\n\
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uniform sampler2D fireAlpha;\
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void main () {\
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vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\
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gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\
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vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\
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gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\
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}";
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const char * fireVertex = "#version 120\n\
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void main(void)\
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@@ -31,13 +24,13 @@ void main () {\
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vec4 transformY = -texture2D(tfY, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
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transformX.r /= xres;\
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transformY.g /= yres;\
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vec4 texColor = vec4(\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).r,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.875, transformY.g*0.875)).g,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r, transformY.g)).b,\
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1.0\
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);\
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gl_FragColor = texColor;\
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vec4 texColor = vec4(\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).r,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.875, transformY.g*0.875)).g,\
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texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r, transformY.g)).b,\
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1.0\
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);\
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gl_FragColor = texColor;\
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}";
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const char * lensVertex = "#version 120\n\
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void main(void)\
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@@ -69,7 +62,7 @@ uniform sampler2D airY;\
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uniform sampler2D airP;\
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void main () {\
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vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
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gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0);\
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gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0);\
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}";
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const char * airPVertex = "#version 120\n\
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void main(void)\
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@@ -86,7 +79,7 @@ void main () {\
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vec4 texX = texture2D(airX, gl_TexCoord[0].st);\
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vec4 texY = texture2D(airY, gl_TexCoord[0].st);\
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vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
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gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0) + vec4(abs(texX.r)/8.0, abs(texX.r)/8.0, abs(texX.r)/8.0, 1.0) + vec4(abs(texY.g)/8.0, abs(texY.g)/8.0, abs(texY.g)/8.0, 1.0);\
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gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0) + vec4(abs(texX.r)/8.0, abs(texX.r)/8.0, abs(texX.r)/8.0, 1.0) + vec4(abs(texY.g)/8.0, abs(texY.g)/8.0, abs(texY.g)/8.0, 1.0);\
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}";
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const char * airCVertex = "#version 120\n\
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void main(void)\
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