Merge branch 'Plasma/5.12' into Plasma/5.15

remotes/origin/Plasma/5.15
Kai Uwe Broulik 7 years ago
commit 7a914e70b6
  1. 3
      effects/shaders.qrc
  2. 0
      effects/startupfeedback/data/1.10/blinking-startup-fragment.glsl
  3. 16
      effects/startupfeedback/data/1.40/blinking-startup-fragment.glsl

@ -7,7 +7,7 @@
<file alias="sphere.vert">cube/data/1.10/sphere.vert</file>
<file alias="invert.frag">invert/data/1.10/invert.frag</file>
<file alias="lookingglass.frag">lookingglass/data/1.10/lookingglass.frag</file>
<file alias="blinking-startup-fragment.glsl">startupfeedback/data/blinking-startup-fragment.glsl</file>
<file alias="blinking-startup-fragment.glsl">startupfeedback/data/1.10/blinking-startup-fragment.glsl</file>
</qresource>
<qresource prefix="/effect-shaders-1.40">
<file alias="coverswitch-reflection.glsl">coverswitch/shaders/1.40/coverswitch-reflection.glsl</file>
@ -17,6 +17,7 @@
<file alias="sphere.vert">cube/data/1.40/sphere.vert</file>
<file alias="invert.frag">invert/data/1.40/invert.frag</file>
<file alias="lookingglass.frag">lookingglass/data/1.40/lookingglass.frag</file>
<file alias="blinking-startup-fragment.glsl">startupfeedback/data/1.40/blinking-startup-fragment.glsl</file>
</qresource>
</RCC>

@ -0,0 +1,16 @@
#version 140
uniform sampler2D sampler;
uniform vec4 geometryColor;
in vec2 texcoord0;
out vec4 fragColor;
void main()
{
vec4 tex = texture(sampler, texcoord0);
if (tex.a != 1.0) {
tex = geometryColor;
}
fragColor = tex;
}
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