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CodeBlocksPortable/share/CodeBlocks/lexers/lexer_glsl.sample

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#version 330
/* A fragment shader: Grayscale Filter with Alpha Exclusion */
precision highp float; // High quality
// Draw directly to the screen rather than to an off-screen framebuffer
layout(location = 0) out vec4 colorOut;
uniform sampler2D sampler; // Texture sampler
uniform float alphaCutOff; // Alpha values below this get discarded
in vec3 texCoord;
void main(void)
{
vec4 texColor = texture(sampler, texCoord.xy);
if(texColor.a < alphaCutOff)
discard;
// Grayscale intensity = Average of a pixel's RGB components
float intensity = (texColor.r + texColor.g + texColor.b) / 3.0;
// Output the fragment
colorOut = vec4(intensity, intensity, intensity, texColor.a);
const int numViewports = gl_MaxViewports; // Error line
}