diff options
Diffstat (limited to 'src/main/resources/assets/skyhanni')
6 files changed, 20 insertions, 20 deletions
diff --git a/src/main/resources/assets/skyhanni/shaders/rounded_rect.fsh b/src/main/resources/assets/skyhanni/shaders/rounded_rect.fsh index 9f3c31786..0d91be0a5 100644 --- a/src/main/resources/assets/skyhanni/shaders/rounded_rect.fsh +++ b/src/main/resources/assets/skyhanni/shaders/rounded_rect.fsh @@ -1,4 +1,4 @@ -#version 130 +#version 120 uniform float scaleFactor; uniform float radius; @@ -6,7 +6,7 @@ uniform float smoothness; uniform vec2 halfSize; uniform vec2 centerPos; -in vec4 color; +varying vec4 color; // From https://www.shadertoy.com/view/WtdSDs float roundedRectSDF(vec2 center, vec2 halfSize, float radius) { @@ -31,4 +31,4 @@ void main() { float distance = roundedRectSDF(gl_FragCoord.xy - newCenterPos, newHalfSize, radius); float smoothed = 1.0 - smoothstep(0.0, smoothness, distance); gl_FragColor = color * vec4(1.0, 1.0, 1.0, smoothed); -}
\ No newline at end of file +} diff --git a/src/main/resources/assets/skyhanni/shaders/rounded_rect.vsh b/src/main/resources/assets/skyhanni/shaders/rounded_rect.vsh index beadbf5fb..acfb52662 100644 --- a/src/main/resources/assets/skyhanni/shaders/rounded_rect.vsh +++ b/src/main/resources/assets/skyhanni/shaders/rounded_rect.vsh @@ -1,8 +1,8 @@ -#version 130 +#version 120 -out vec4 color; +varying vec4 color; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; color = gl_Color; -}
\ No newline at end of file +} diff --git a/src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh b/src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh index 8e10708bb..0028fe6ce 100644 --- a/src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh +++ b/src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh @@ -1,14 +1,14 @@ // Chroma Fragment Shader // (Same as textured_chroma.fsh but isn't restricted to textured elements) -#version 130 +#version 120 uniform float chromaSize; uniform float timeOffset; uniform float saturation; uniform bool forwardDirection; -in vec4 originalColor; +varying vec4 originalColor; float rgb2b(vec3 rgb) { return max(max(rgb.r, rgb.g), rgb.b); @@ -34,4 +34,4 @@ void main() { // Set the color to use the new hue & original saturation/value/alpha values gl_FragColor = vec4(hsb2rgb_smooth(vec3(hue, saturation, rgb2b(originalColor.rgb))), originalColor.a); -}
\ No newline at end of file +} diff --git a/src/main/resources/assets/skyhanni/shaders/standard_chroma.vsh b/src/main/resources/assets/skyhanni/shaders/standard_chroma.vsh index 4895d119e..abfee20ee 100644 --- a/src/main/resources/assets/skyhanni/shaders/standard_chroma.vsh +++ b/src/main/resources/assets/skyhanni/shaders/standard_chroma.vsh @@ -1,13 +1,13 @@ // Chroma Vertex Shader // (Same as textured_chroma.vsh but isn't restricted to only texture elements) -#version 130 +#version 120 -out vec4 originalColor; +varying vec4 originalColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; // Pass original color to fragment originalColor = gl_Color; -}
\ No newline at end of file +} diff --git a/src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh b/src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh index 2f3d76af7..1ccdc4fe1 100644 --- a/src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh +++ b/src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh @@ -2,7 +2,7 @@ // Modified from SkyblockAddons // Credit: https://github.com/BiscuitDevelopment/SkyblockAddons/blob/main/src/main/resources/assets/skyblockaddons/shaders/program/chroma_screen_textured.fsh -#version 130 +#version 120 uniform float chromaSize; uniform float timeOffset; @@ -11,8 +11,8 @@ uniform bool forwardDirection; uniform sampler2D outTexture; -in vec2 outTextureCoords; -in vec4 outColor; +varying vec2 outTextureCoords; +varying vec4 outColor; float rgb2b(vec3 rgb) { return max(max(rgb.r, rgb.g), rgb.b); @@ -40,4 +40,4 @@ void main() { // Set the color to use the new hue & original saturation/value/alpha values gl_FragColor = vec4(hsb2rgb_smooth(vec3(hue, saturation, rgb2b(originalColor.rgb))), originalColor.a); -}
\ No newline at end of file +} diff --git a/src/main/resources/assets/skyhanni/shaders/textured_chroma.vsh b/src/main/resources/assets/skyhanni/shaders/textured_chroma.vsh index eebf95c82..5dad3950f 100644 --- a/src/main/resources/assets/skyhanni/shaders/textured_chroma.vsh +++ b/src/main/resources/assets/skyhanni/shaders/textured_chroma.vsh @@ -1,10 +1,10 @@ // Textured Chroma Vertex Shader // Credit: https://github.com/BiscuitDevelopment/SkyblockAddons/blob/main/src/main/resources/assets/skyblockaddons/shaders/program/chroma_screen_textured.vsh -#version 130 +#version 120 -out vec2 outTextureCoords; -out vec4 outColor; +varying vec2 outTextureCoords; +varying vec4 outColor; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; @@ -12,4 +12,4 @@ void main() { // Pass the color & texture coords to the fragment shader outColor = gl_Color; outTextureCoords = gl_MultiTexCoord0.st; -}
\ No newline at end of file +} |