Пример #1
0
int main(void) 
{
  if (PROCEDURE == 1) return mainImage();
  if (PROCEDURE == 2) return mainVideo();
  if (PROCEDURE == 3) return mainMatch();
  if (PROCEDURE == 4) return mainMotionPoints();
  if (PROCEDURE == 5) return mainStaticMatch();
  if (PROCEDURE == 6) return mainKmeans();
}
Пример #2
0
bool Shadertoy::initShaderProgram(std::string const& fragmentShaderSource) {
    bool success = true;

    std::string shaderPath = Settings::Instance()->appFolder() + "/shaders/shadertoy.vert";
    std::string shaderSourceVertex = Settings::Instance()->glUtils->readFile(shaderPath.c_str());
    const char *shader_vertex = shaderSourceVertex.c_str();

    std::string shaderFragment = "#version 410 core\n\
\n\
out vec4 outFragmentColor;\n\
uniform vec3 iResolution;\n\
uniform float iGlobalTime;\n\
uniform float iTimeDelta;\n\
uniform int iFrame;\n\
uniform int iFrameRate;\n\
uniform float iChannelTime[4];\n\
uniform vec3 iChannelResolution[4];\n\
uniform vec4 iMouse;\n\
uniform vec4 iDate;\n\
uniform float iSampleRate;\n";

    if (this->iChannel0_Image != "")
        shaderFragment += "uniform sampler2D iChannel0;\n";
    else if (this->iChannel0_CubeImage != "")
        shaderFragment += "uniform samplerCube iChannel0;\n";

            shaderFragment += "\
\n\
#define texture2D texture\n\
#define textureCube texture\n\
\n\
\n";

    shaderFragment += fragmentShaderSource;

    shaderFragment += "\
\n\
void main() {\n\
    vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n\
    mainImage(color, gl_FragCoord.xy);\n\
    outFragmentColor = color;\n\
}\n\
void main(void) {
	mainImage(gl_FragColor, vec2(xx, yy));
}
Пример #4
0
int main()
{
	mainImage();
	return 0;
}
Пример #5
0
int main(void) 
{
  if (PROCEDURE == 0) return mainImage();
  if (PROCEDURE == 1) return mainStaticMatch();
  if (PROCEDURE == 2) return mainStaticMatchStrengths();
}