remove auto generated comments from all files, fix some missing tabs, remove unused variables from config.h

This commit is contained in:
jacob1
2013-03-06 12:05:59 -05:00
parent ad951eb9af
commit 037618e6f8
130 changed files with 114 additions and 1015 deletions

View File

@@ -1,18 +1,11 @@
/*
* Shaders.h
*
* Created on: Jan 7, 2012
* Author: Simon
*/
#ifndef SHADERS_H_
#define SHADERS_H_
const char * fireFragment = "#version 120\n\
uniform sampler2D fireAlpha;\
void main () {\
vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\
gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\
vec4 texColor = texture2D(fireAlpha, gl_PointCoord);\
gl_FragColor = vec4(gl_Color.rgb, texColor.a*gl_Color.a);\
}";
const char * fireVertex = "#version 120\n\
void main(void)\
@@ -31,13 +24,13 @@ void main () {\
vec4 transformY = -texture2D(tfY, vec2(gl_TexCoord[0].s, -gl_TexCoord[0].t));\
transformX.r /= xres;\
transformY.g /= yres;\
vec4 texColor = vec4(\
texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).r,\
texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.875, transformY.g*0.875)).g,\
texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r, transformY.g)).b,\
1.0\
);\
gl_FragColor = texColor;\
vec4 texColor = vec4(\
texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.75, transformY.g*0.75)).r,\
texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r*0.875, transformY.g*0.875)).g,\
texture2D(pTex, gl_TexCoord[0].st-vec2(transformX.r, transformY.g)).b,\
1.0\
);\
gl_FragColor = texColor;\
}";
const char * lensVertex = "#version 120\n\
void main(void)\
@@ -69,7 +62,7 @@ uniform sampler2D airY;\
uniform sampler2D airP;\
void main () {\
vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0);\
gl_FragColor = vec4(max(texP.b/2.0, 0), 0, abs(min(texP.b/2.0, 0)), 1.0);\
}";
const char * airPVertex = "#version 120\n\
void main(void)\
@@ -86,7 +79,7 @@ void main () {\
vec4 texX = texture2D(airX, gl_TexCoord[0].st);\
vec4 texY = texture2D(airY, gl_TexCoord[0].st);\
vec4 texP = texture2D(airP, gl_TexCoord[0].st);\
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);\
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);\
}";
const char * airCVertex = "#version 120\n\
void main(void)\