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authorLLLL Colonq <llll@colonq>2025-08-15 04:45:02 -0400
committerLLLL Colonq <llll@colonq>2025-08-15 04:45:02 -0400
commit891a8a79f200413f2b1ac6e158f26163d6c66f64 (patch)
treed2ef73072d2c5c8a9661c5a606a7049e3bf35b8e /crates/throwshade/src/assets
parente4ded2c09e6c378040f80e80886aa9c087fe14b4 (diff)
Refactor overlay
Diffstat (limited to 'crates/throwshade/src/assets')
-rw-r--r--crates/throwshade/src/assets/shaders/throwshade/frag.glsl37
-rw-r--r--crates/throwshade/src/assets/shaders/throwshade/vert.glsl22
2 files changed, 0 insertions, 59 deletions
diff --git a/crates/throwshade/src/assets/shaders/throwshade/frag.glsl b/crates/throwshade/src/assets/shaders/throwshade/frag.glsl
deleted file mode 100644
index 962deac..0000000
--- a/crates/throwshade/src/assets/shaders/throwshade/frag.glsl
+++ /dev/null
@@ -1,37 +0,0 @@
-#version 300 es
-precision highp float;
-
-in vec2 vertex_texcoord;
-out vec4 frag_color;
-
-uniform float opacity;
-
-uniform vec2 resolution;
-
-uniform float time;
-
-uniform float bpm;
-
-uniform vec2 cursor;
-
-uniform float chat_time;
-uniform float chat_biblicality;
-
-uniform float tracking_mouth;
-uniform vec2 tracking_eyes;
-uniform mat4 tracking_neck;
-
-uniform vec2 emacs_cursor;
-uniform vec2 mouse_cursor;
-
-uniform int heartrate;
-
-vec4 shade(vec2);
-
-void main() {
- vec2 inverted = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y);
- frag_color = shade(inverted);
- frag_color.a = clamp(frag_color.a * opacity, 0.0, opacity);
-}
-
-// "The Cutoff"
diff --git a/crates/throwshade/src/assets/shaders/throwshade/vert.glsl b/crates/throwshade/src/assets/shaders/throwshade/vert.glsl
deleted file mode 100644
index e05bbb6..0000000
--- a/crates/throwshade/src/assets/shaders/throwshade/vert.glsl
+++ /dev/null
@@ -1,22 +0,0 @@
-#version 300 es
-precision highp float;
-
-out vec2 vertex_texcoord;
-
-void main() {
- const vec2 positions[4] = vec2[](
- vec2(-1, -1),
- vec2(+1, -1),
- vec2(-1, +1),
- vec2(+1, +1)
- );
- const vec2 coords[4] = vec2[](
- vec2(0, 0),
- vec2(1, 0),
- vec2(0, 1),
- vec2(1, 1)
- );
-
- vertex_texcoord = coords[gl_VertexID];
- gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
-}