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-rw-r--r--src/main/resources/assets/skyhanni/shaders/rounded_rect.fsh6
-rw-r--r--src/main/resources/assets/skyhanni/shaders/rounded_rect.vsh6
-rw-r--r--src/main/resources/assets/skyhanni/shaders/standard_chroma.fsh6
-rw-r--r--src/main/resources/assets/skyhanni/shaders/standard_chroma.vsh6
-rw-r--r--src/main/resources/assets/skyhanni/shaders/textured_chroma.fsh8
-rw-r--r--src/main/resources/assets/skyhanni/shaders/textured_chroma.vsh8
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
+}