renderer/opengl: Extract shaders from source (#9600)

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Co-authored-by: Mihai Fufezan <mihai@fufexan.net>
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UjinT34 2025-03-29 03:19:35 +03:00 committed by GitHub
parent a46576afc3
commit 7374a023ef
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35 changed files with 1533 additions and 1059 deletions

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precision highp float;
varying vec2 v_texcoord; // is in 0-1
uniform sampler2D tex;
uniform float noise;
uniform float brightness;
float hash(vec2 p) {
vec3 p3 = fract(vec3(p.xyx) * 1689.1984);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
void main() {
vec4 pixColor = texture2D(tex, v_texcoord);
// noise
float noiseHash = hash(v_texcoord);
float noiseAmount = (mod(noiseHash, 1.0) - 0.5);
pixColor.rgb += noiseAmount * noise;
// brightness
if (brightness < 1.0) {
pixColor.rgb *= brightness;
}
gl_FragColor = pixColor;
}