OGL32CTX: Ask #version 130 for all our shaders

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14919 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2014-01-05 00:08:00 +00:00
parent 57d5d658a0
commit fa068d7810
61 changed files with 62 additions and 15 deletions

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform float low;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
void main()

View File

@ -1,3 +1,4 @@
#version 130
uniform float power;
uniform sampler2D tex;

View File

@ -14,7 +14,7 @@
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130
uniform sampler2D tex;
uniform float transparency;
varying vec2 uv;

View File

@ -17,7 +17,7 @@
// Creates a bubble (wave) effect by distorting the texture depending on time
#version 130
uniform float time;
varying vec2 uv;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform sampler2D caustictex;
uniform vec2 dir;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform sampler2D oldtex;
uniform vec2 pixel;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec3 inlevel;
uniform vec2 outlevel;

View File

@ -1,3 +1,4 @@
#version 130
uniform vec3 col;
void main()

View File

@ -1,3 +1,4 @@
#version 130
uniform vec3 col;
uniform sampler2D tex;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec2 screen;
uniform vec2 dir;

View File

@ -1,3 +1,4 @@
#version 130
varying float camdist;
void main() {

View File

@ -1,3 +1,4 @@
#version 130
void main() {
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
void main()

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform float fogmax;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec2 pixel;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec2 pixel;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec2 pixel;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec2 pixel;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec2 res;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec3 col;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec2 sunpos;

View File

@ -19,7 +19,7 @@
// Jean-manuel clemencon (c) supertuxkart 2013
// bubble gum shield
// TODO: Add a nice texture and soft edges when intersect with geometry
#version 130
uniform sampler2D tex;
uniform float transparency;

View File

@ -22,7 +22,7 @@
// TODO: The texture should reflect the strength of the shield,
// such that the user gets to know whether the shield has several
// "layers" or whether the shield is about to break.
#version 130
varying vec2 uv;
varying vec3 eyeVec;
varying vec3 normal;

View File

@ -21,7 +21,7 @@
// Original idea: http://udn.epicgames.com/Three/VolumetricLightbeamTutorial.html
// TODO: Soft edges when it intesects geometry
// Some artefacts are still visible
#version 130
uniform sampler2D tex;
uniform float transparency;

View File

@ -18,7 +18,7 @@
// Jean-manuel clemencon (C) Copyright supertuxkart
// Creates a cone lightbeam effect by smoothing edges
#version 130
varying vec2 uv;
varying vec3 eyeVec;
varying vec3 normal;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D diffuse;
uniform sampler2D specular;
uniform sampler2D ambient_occlusion;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
uniform sampler2D tex;
uniform vec2 texsize;

View File

@ -1,3 +1,4 @@
#version 130
#define MAX_SEARCH_STEPS 8.0
#define MAX_DISTANCE 33.0

View File

@ -1,3 +1,4 @@
#version 130
varying vec4 offset[2];
uniform sampler2D colorMapG;

View File

@ -1,3 +1,4 @@
#version 130
varying vec4 offset[2];
uniform sampler2D blendMap;

View File

@ -1,3 +1,4 @@
#version 130
varying vec4 offset[2];
uniform vec2 PIXEL_SIZE;

View File

@ -21,6 +21,7 @@
// The actual boost amount (which linearly scales the blur to be shown).
// should be in the range [0.0, 1.0], though a larger value might make
// the blurring too string. Atm we are using [0, 0.5].
#version 130
uniform float boost_amount;
// The color buffer to use.

View File

@ -17,6 +17,7 @@
// motion_blur.vert
#version 130
void main()
{

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex1;
uniform sampler2D tex2;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
void main()

View File

@ -1,3 +1,5 @@
#version 130
void main() {
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec2 pixel;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform vec2 pixel;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D ntex;
uniform vec4 center[16];

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform sampler2D dtex;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D halft; // half is a reserved word
uniform sampler2D quarter;
uniform sampler2D eighth;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D ntex;
uniform sampler2D ctex;
uniform vec3 campos;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D dtex;
uniform mat4 ipvmat;
uniform mat4 shadowmat;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform int hastex;
uniform int viz;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D warpx;
uniform sampler2D warpy;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform int size;
uniform vec2 pixel;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform int size;
uniform vec2 pixel;

View File

@ -16,7 +16,7 @@
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// skinning.vert
#version 130
#define MAX_JOINT_NUM 36
#define MAX_LIGHT_NUM 8

View File

@ -14,7 +14,7 @@
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130
uniform sampler2D tex;
uniform sampler2D glow_tex;
uniform float transparency;

View File

@ -17,7 +17,7 @@
// Creates a bubble (wave) effect by distorting the texture depending on time
#version 130
uniform float time;
varying vec2 uv;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D tex;
uniform float time;

View File

@ -1,3 +1,4 @@
#version 130
void main()
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;

View File

@ -15,7 +15,7 @@
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130
uniform sampler2D texture;
varying vec3 normal;
uniform vec3 lightdir;

View File

@ -15,7 +15,7 @@
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#version 130
varying vec3 normal;
varying vec4 vertex_color;
varying vec3 eyeVec;

View File

@ -1,4 +1,4 @@
#version 120
#version 130
uniform sampler2D normals_and_depth;
uniform mat4 invprojm;
uniform mat4 projm;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D ntex;
uniform sampler2D cloudtex;

View File

@ -1,3 +1,4 @@
#version 130
uniform sampler2D ntex;
uniform sampler2D dtex;
uniform sampler2D cloudtex;

View File

@ -1,6 +1,6 @@
// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
#version 130
uniform sampler2D BumpTex1; // Normal map 1
uniform sampler2D BumpTex2; // Normal map 2
uniform sampler2D DecalTex; //The texture

View File

@ -1,6 +1,6 @@
// Shader based on work by Fabien Sanglard
// Released under the terms of CC-BY 3.0
#version 130
uniform float speed;
uniform float height;
uniform float waveLength;

View File

@ -1,3 +1,4 @@
#version 130
void main()
{
gl_FragColor = vec4(1.0);