Deleting ananke and shaders.

ananke has been superseded by icarus.

The new tomoko UI does not support shaders, and if it ever does it will
probably use another format, so not much point keeping the old files
around.
This commit is contained in:
Tim Allen
2015-10-08 22:02:22 +11:00
parent bc5ad4a1cd
commit b113ecb5a3
37 changed files with 0 additions and 15967 deletions

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@@ -1,21 +0,0 @@
#version 150
#define distortion 0.2
uniform sampler2D source[];
uniform vec4 sourceSize[];
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
vec2 radialDistortion(vec2 coord) {
vec2 cc = coord - vec2(0.5);
float dist = dot(cc, cc) * distortion;
return coord + cc * (1.0 - dist) * dist;
}
void main() {
fragColor = texture(source[0], radialDistortion(texCoord));
}

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@@ -1,4 +0,0 @@
program
filter: linear
wrap: border
fragment: curvature.fs

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@@ -1,25 +0,0 @@
#version 150
uniform sampler2D source[];
uniform vec4 sourceSize[];
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
vec3 grayscale(vec3 color) {
return vec3(dot(color, vec3(0.3, 0.59, 0.11)));
}
void main() {
vec2 offset = fract(texCoord * sourceSize[0].xy) - 0.5;
offset /= sourceSize[0].xy;
vec3 cx = texture(source[0], texCoord - offset).xyz;
vec3 cy = texture(source[0], texCoord).xyz;
vec3 cz = vec3(5.0 * grayscale(abs(cx - cy)));
fragColor = vec4(clamp(cz, 0.0, 1.0), 1.0);
}

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@@ -1,4 +0,0 @@
program
filter: linear
wrap: edge
fragment: edge-detection.fs

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@@ -1,5 +0,0 @@
install:
if [ -d /usr/share/higan/Video\ Shaders ]; then sudo rm -r /usr/share/higan/Video\ Shaders; fi
sudo mkdir -p /usr/share/higan/Video\ Shaders
sudo cp -r *.shader /usr/share/higan/Video\ Shaders
sudo chmod -R 777 /usr/share/higan/Video\ Shaders

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@@ -1,4 +0,0 @@
program
filter: linear
wrap: border
fragment: scanline.fs

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@@ -1,20 +0,0 @@
#version 150
uniform sampler2D source[];
in Vertex {
vec2 texCoord;
};
out vec4 fragColor;
void main() {
vec4 rgba = texture(source[0], texCoord);
vec4 intensity;
if(fract(gl_FragCoord.y * (0.5 * 4.0 / 3.0)) > 0.5) {
intensity = vec4(0);
} else {
intensity = smoothstep(0.2, 0.8, rgba) + normalize(rgba);
}
fragColor = intensity * -0.25 + rgba * 1.1;
}