diff --git a/ded.dSYM/Contents/Info.plist b/ded.dSYM/Contents/Info.plist new file mode 100644 index 00000000..e850d49f --- /dev/null +++ b/ded.dSYM/Contents/Info.plist @@ -0,0 +1,20 @@ + + + + + CFBundleDevelopmentRegion + English + CFBundleIdentifier + com.apple.xcode.dsym.ded + CFBundleInfoDictionaryVersion + 6.0 + CFBundlePackageType + dSYM + CFBundleSignature + ???? + CFBundleShortVersionString + 1.0 + CFBundleVersion + 1 + + diff --git a/shaders/simple_color.frag b/shaders/simple_color.frag index f4373609..fc3ad5d4 100644 --- a/shaders/simple_color.frag +++ b/shaders/simple_color.frag @@ -1,7 +1,9 @@ + #version 330 core in vec4 out_color; +out vec4 FragColor; void main() { - gl_FragColor = out_color; + FragColor = out_color; } diff --git a/shaders/simple_epic.frag b/shaders/simple_epic.frag index 9cfc9000..81db89e0 100644 --- a/shaders/simple_epic.frag +++ b/shaders/simple_epic.frag @@ -6,6 +6,8 @@ uniform sampler2D image; in vec2 out_uv; +out vec4 out_color; + vec3 hsl2rgb(vec3 c) { vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0); return c.z + c.y * (rgb-0.5)*(1.0-abs(2.0*c.z-1.0)); @@ -16,7 +18,7 @@ void main() { float d = tc.r; float aaf = fwidth(d); float alpha = smoothstep(0.5 - aaf, 0.5 + aaf, d); - vec2 frag_uv = gl_FragCoord.xy / resolution; + vec2 frag_uv = out_uv; vec4 rainbow = vec4(hsl2rgb(vec3((time + frag_uv.x + frag_uv.y), 0.5, 0.5)), 1.0); - gl_FragColor = vec4(rainbow.rgb, alpha); + out_color = vec4(rainbow.rgb, alpha); } diff --git a/shaders/simple_image.frag b/shaders/simple_image.frag index 487cd219..7814e154 100644 --- a/shaders/simple_image.frag +++ b/shaders/simple_image.frag @@ -3,7 +3,8 @@ uniform sampler2D image; in vec2 out_uv; +out vec4 FragColor; void main() { - gl_FragColor = texture(image, out_uv); + FragColor = texture(image, out_uv); } diff --git a/shaders/simple_text.frag b/shaders/simple_text.frag index f0413756..ff75d4a0 100644 --- a/shaders/simple_text.frag +++ b/shaders/simple_text.frag @@ -4,10 +4,16 @@ uniform sampler2D image; in vec4 out_color; in vec2 out_uv; +out vec4 FragColor; void main() { float d = texture(image, out_uv).r; float aaf = fwidth(d); float alpha = smoothstep(0.5 - aaf, 0.5 + aaf, d); - gl_FragColor = vec4(out_color.rgb, alpha); + FragColor = vec4(out_color.rgb, alpha); } + + + + +