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Reviewed shaders comment wording (#4793)
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examples/core/resources/distortion100.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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uniform vec2 leftLensCenter;
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uniform vec2 rightLensCenter;
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uniform vec2 leftScreenCenter;

examples/core/resources/distortion330.fs

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@@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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uniform vec2 leftLensCenter = vec2(0.288, 0.5);
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uniform vec2 rightLensCenter = vec2(0.712, 0.5);
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uniform vec2 leftScreenCenter = vec2(0.25, 0.5);

examples/models/resources/shaders/glsl330/voxel_lighting.fs

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@@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0

examples/models/resources/shaders/glsl330/voxel_lighting.vs

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@@ -17,7 +17,7 @@ out vec3 fragPosition;
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out vec4 fragColor;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/others/resources/shaders/glsl100/point_particle.fs

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@@ -5,7 +5,7 @@ precision mediump float;
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// Input uniform values
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uniform vec4 color;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/others/resources/shaders/glsl100/point_particle.vs

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@@ -7,7 +7,7 @@ attribute vec3 vertexPosition;
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uniform mat4 mvp;
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uniform float currentTime;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/others/resources/shaders/glsl330/point_particle.fs

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@@ -6,7 +6,7 @@ uniform vec4 color;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/others/resources/shaders/glsl330/point_particle.vs

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@@ -7,7 +7,7 @@ in vec3 vertexPosition;
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uniform mat4 mvp;
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uniform float currentTime;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/base.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/base.vs

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Original file line numberDiff line numberDiff line change
@@ -13,7 +13,7 @@ uniform mat4 mvp;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/bloom.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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const vec2 size = vec2(800, 450); // render size
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const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance

examples/shaders/resources/shaders/glsl100/blur.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;

examples/shaders/resources/shaders/glsl100/cross_hatching.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;

examples/shaders/resources/shaders/glsl100/cross_stitching.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;

examples/shaders/resources/shaders/glsl100/depth.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0; // Depth texture
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/dream_vision.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/fisheye.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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const float PI = 3.1415926535;
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examples/shaders/resources/shaders/glsl100/fog.fs

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@@ -12,7 +12,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0

examples/shaders/resources/shaders/glsl100/grayscale.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/lighting.fs

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@@ -12,7 +12,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0

examples/shaders/resources/shaders/glsl100/lighting.vs

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@@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// https://github.com/glslify/glsl-inverse
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mat3 inverse(mat3 m)

examples/shaders/resources/shaders/glsl100/lighting_instancing.vs

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@@ -18,7 +18,7 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/lightmap.vs

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@@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec2 fragTexCoord2;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/mask.fs

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@@ -12,7 +12,7 @@ uniform sampler2D mask;
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uniform vec4 colDiffuse;
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uniform int frame;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/pixelizer.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;

examples/shaders/resources/shaders/glsl100/posterization.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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float gamma = 0.6;
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float numColors = 8.0;

examples/shaders/resources/shaders/glsl100/predator.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl100/scanlines.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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float offset = 0.0;
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float frequency = 450.0/3.0;

examples/shaders/resources/shaders/glsl100/sobel.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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vec2 resolution = vec2(800.0, 450.0);
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void main()

examples/shaders/resources/shaders/glsl100/swirl.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values should be passed from code
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const float renderWidth = 800.0;

examples/shaders/resources/shaders/glsl100/tiling.fs

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@@ -10,7 +10,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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uniform vec2 tiling;
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void main()

examples/shaders/resources/shaders/glsl120/base.fs

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@@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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uniform vec2 resolution = vec2(800, 450);
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void main()

examples/shaders/resources/shaders/glsl120/base.vs

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@@ -13,7 +13,7 @@ uniform mat4 mvp;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl120/bloom.fs

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@@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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const vec2 size = vec2(800, 450); // Framebuffer size
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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance

examples/shaders/resources/shaders/glsl120/blur.fs

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@@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;

examples/shaders/resources/shaders/glsl120/cross_hatching.fs

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@@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;

examples/shaders/resources/shaders/glsl120/cross_stitching.fs

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@@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;

examples/shaders/resources/shaders/glsl120/dream_vision.fs

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@@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl120/fisheye.fs

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@@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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const float PI = 3.1415926535;
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examples/shaders/resources/shaders/glsl120/fog.fs

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@@ -10,7 +10,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0

examples/shaders/resources/shaders/glsl120/grayscale.fs

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@@ -8,7 +8,7 @@ varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

examples/shaders/resources/shaders/glsl120/lighting.fs

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@@ -10,7 +10,7 @@ varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0

examples/shaders/resources/shaders/glsl120/lighting.vs

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@@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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19-
// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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// https://github.com/glslify/glsl-inverse
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mat3 inverse(mat3 m)

examples/shaders/resources/shaders/glsl120/lightmap.vs

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@@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
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varying vec2 fragTexCoord2;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add your custom variables here
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void main()
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{

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