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-rw-r--r--system/shaders/guishader_frag0.glsl12
-rw-r--r--system/shaders/guishader_frag1.glsl12
-rw-r--r--system/shaders/guishader_frag2.glsl12
-rw-r--r--system/shaders/guishader_frag3.glsl12
4 files changed, 48 insertions, 0 deletions
diff --git a/system/shaders/guishader_frag0.glsl b/system/shaders/guishader_frag0.glsl
new file mode 100644
index 0000000000..478c601616
--- /dev/null
+++ b/system/shaders/guishader_frag0.glsl
@@ -0,0 +1,12 @@
+precision mediump float;
+uniform sampler2D m_samp0;
+uniform sampler2D m_samp1;
+varying vec4 m_cord0;
+varying vec4 m_cord1;
+varying vec4 m_colour;
+uniform int m_method;
+
+void main ()
+{
+ gl_FragColor = m_colour;
+}
diff --git a/system/shaders/guishader_frag1.glsl b/system/shaders/guishader_frag1.glsl
new file mode 100644
index 0000000000..73c6f3929f
--- /dev/null
+++ b/system/shaders/guishader_frag1.glsl
@@ -0,0 +1,12 @@
+precision mediump float;
+uniform sampler2D m_samp0;
+uniform sampler2D m_samp1;
+varying vec4 m_cord0;
+varying vec4 m_cord1;
+varying vec4 m_colour;
+uniform int m_method;
+
+void main ()
+{
+ gl_FragColor.rgba = texture2D(m_samp0, m_cord0.xy).bgra;
+}
diff --git a/system/shaders/guishader_frag2.glsl b/system/shaders/guishader_frag2.glsl
new file mode 100644
index 0000000000..095eecc11e
--- /dev/null
+++ b/system/shaders/guishader_frag2.glsl
@@ -0,0 +1,12 @@
+precision mediump float;
+uniform sampler2D m_samp0;
+uniform sampler2D m_samp1;
+varying vec4 m_cord0;
+varying vec4 m_cord1;
+varying vec4 m_colour;
+uniform int m_method;
+
+void main ()
+{
+ gl_FragColor.rgba = (texture2D(m_samp0, m_cord0.xy) * texture2D(m_samp1, m_cord1.xy)).bgra;
+}
diff --git a/system/shaders/guishader_frag3.glsl b/system/shaders/guishader_frag3.glsl
new file mode 100644
index 0000000000..cb44cda585
--- /dev/null
+++ b/system/shaders/guishader_frag3.glsl
@@ -0,0 +1,12 @@
+precision mediump float;
+uniform sampler2D m_samp0;
+varying vec4 m_cord0;
+varying vec4 m_colour;
+
+void main ()
+{
+ gl_FragColor.r = m_colour.r;
+ gl_FragColor.g = m_colour.g;
+ gl_FragColor.b = m_colour.b;
+ gl_FragColor.a = texture2D(m_samp0, m_cord0.xy).a;
+}