Ryan Houdek
bc9ef95643
Support Sampler binding in the shader.
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In the cases where we support the binding layout keyword, use it for more than binding UBO location.
This changes it so it is supported for samplers as well.
Instances when this is enabled is if a device supports GL_ARB_shading_language_420pack, or if it supports GLES 3.10.
2014-07-18 17:04:03 -05:00
myownfriend
7853766a6b
Update emboss.glsl
2014-05-21 17:09:26 -04:00
myownfriend
24027b78e3
Update emboss.glsl
2014-05-21 16:45:32 -04:00
myownfriend
12a9c5f0ce
Update fire2.glsl
2014-05-21 16:43:55 -04:00
myownfriend
f5579d9816
Update cool1.glsl
2014-05-21 16:42:18 -04:00
myownfriend
cd6aa34979
Update acidmetal.glsl
2014-05-21 16:38:25 -04:00
myownfriend
c3864db4b3
Update 32bit.glsl
2014-05-21 16:36:46 -04:00
myownfriend
41f13f9c99
Update primarycolors.glsl
2014-05-21 16:29:25 -04:00
myownfriend
c2e5e030b0
Update asciiart.glsl
2014-05-21 15:15:48 -04:00
myownfriend
28c1e6c6ca
Update 16bit.glsl
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Sorry. Made a little copy and paste error.
2014-05-21 15:14:56 -04:00
myownfriend
9b022e023b
Update firewater.glsl
2014-05-21 14:55:45 -04:00
myownfriend
dd91d86095
Update 16bit.glsl
2014-05-21 14:53:48 -04:00
myownfriend
d2a74bf294
Update chrismas.glsl
2014-05-21 14:52:46 -04:00
myownfriend
fd1d0e6e1e
Update posterize.glsl
2014-05-21 14:51:25 -04:00
myownfriend
d8fe09e9b1
Update nightvision2scanlines.glsl
2014-05-21 00:11:11 -04:00
myownfriend
1fe8d1ae16
Update nightvision2.glsl
2014-05-21 00:10:07 -04:00
myownfriend
753a937289
Update auto_toon2.glsl
2014-05-21 00:06:38 -04:00
myownfriend
f59c7f25da
Update asciiart.glsl
2014-05-21 00:05:13 -04:00
myownfriend
d13e9c5aa8
Update stereoscopic2.glsl
2014-05-21 00:00:50 -04:00
myownfriend
e43df47cd1
Update stereoscopic.glsl
2014-05-21 00:00:18 -04:00
myownfriend
349a7b59ea
Update sketchy.glsl
2014-05-20 23:58:33 -04:00
myownfriend
92d0af2d18
Update sepia.glsl
2014-05-20 23:58:02 -04:00
myownfriend
980b5f8fbb
Update primarycolors.glsl
2014-05-20 23:57:31 -04:00
myownfriend
0ef3a7f233
Update posterize2.glsl
2014-05-20 23:55:59 -04:00
myownfriend
8ddad21abc
Update posterize.glsl
2014-05-20 23:54:52 -04:00
myownfriend
4c1ef9ba80
Update nightvision2scanlines.glsl
2014-05-20 23:54:11 -04:00
myownfriend
548d872843
Update nightvision2.glsl
2014-05-20 23:53:37 -04:00
myownfriend
d5fea64953
Update nightvision.glsl
2014-05-20 23:53:13 -04:00
myownfriend
134fdd0ef7
Update mad_world.glsl
2014-05-20 23:52:32 -04:00
myownfriend
51b0645963
Update invertedoutline.glsl
2014-05-20 23:51:34 -04:00
myownfriend
dc59012d5a
Update firewater.glsl
2014-05-20 23:49:49 -04:00
myownfriend
a926a7c113
Update fire.glsl
2014-05-20 23:48:16 -04:00
myownfriend
00a09d60c1
Update emboss.glsl
2014-05-20 23:47:26 -04:00
myownfriend
2c3f3d63fb
Update darkerbrighter.glsl
2014-05-20 23:47:05 -04:00
myownfriend
9218fe9764
Update cool1.glsl
2014-05-20 23:46:31 -04:00
myownfriend
7c3bfaaff6
Update chrismas.glsl
2014-05-20 23:45:33 -04:00
myownfriend
32caf7af19
Update bad_bloom.glsl
2014-05-20 23:44:49 -04:00
myownfriend
4a0150033f
Update auto_toon2.glsl
2014-05-20 23:43:56 -04:00
myownfriend
8b0d4db1ac
Update auto_toon.glsl
2014-05-20 23:40:18 -04:00
myownfriend
a26673163f
Update asciiart.glsl
2014-05-20 23:39:48 -04:00
myownfriend
38669a1d16
Update acidtrip2.glsl
2014-05-20 23:34:56 -04:00
myownfriend
b36609e991
Update acidtrip.glsl
2014-05-20 23:34:32 -04:00
myownfriend
ad7f63669d
Update FXAA.glsl
2014-05-20 23:32:29 -04:00
myownfriend
2629d6dfa9
Update 32bit.glsl
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Formatted it to be consistent with Dolphin's coding style.
2014-05-20 23:26:47 -04:00
myownfriend
bc109e1b58
Update 16bit.glsl
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Changed spaces to tabs
2014-05-20 23:25:09 -04:00
Ryan Houdek
34bc14e75d
Fixes our post processing shaders so they work under OpenGL ES 3.0
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Most of our shaders relied on implicit int->float conversions.
This fixes the assumption that this is allowed
2014-05-05 15:59:49 -05:00
Ryan Houdek
c8d7db9767
Fix FXAA shader for OpenGL ES 3.
2013-10-29 07:24:16 +00:00
Ryan Houdek
cfa709a1c5
This introduces a FXAA post processing shader for our OpenGL backend. I would like to acredit mudlord for making this possible. He provided the code necessary for making this PP shader possible. Without it, this shader would have still not been done. So a major hats off for doing all the hard work mudlord.
2013-10-27 17:45:53 -05:00
Pierre Bourdon
e7213ca4b1
Overlay the user Shaders/ over the shared one to avoid copying files
2013-09-14 06:08:30 +02:00