Initial release: RadiantWave v1.0

This commit is contained in:
NeilClack
2026-03-12 08:05:10 -05:00
commit 403ec4db89
555 changed files with 437856 additions and 0 deletions
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#version 330 core
in vec2 pass_TexCoord;
out vec4 out_Color;
uniform sampler2D u_fontTexture;
uniform vec4 u_textColor;
void main()
{
vec4 texel = texture(u_fontTexture, pass_TexCoord);
float mask = texel.a;
out_Color = vec4(u_textColor.rgb, u_textColor.a * mask);
}
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#version 330 core
layout (location = 0) in vec2 in_Position;
layout (location = 1) in vec2 in_TexCoord;
out vec2 pass_TexCoord;
uniform mat4 u_mvpMatrix;
void main()
{
gl_Position = u_mvpMatrix * vec4(in_Position.x, in_Position.y, 0.0, 1.0);
pass_TexCoord = in_TexCoord;
}
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#version 330 core
out vec4 FragColor;
uniform vec4 u_color;
void main() {
FragColor = u_color;
}
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#version 330 core
layout (location = 0) in vec2 aPos;
uniform mat4 u_mvpMatrix;
void main() {
gl_Position = u_mvpMatrix * vec4(aPos.xy, 0.0, 1.0);
}
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#version 330 core
// The final color output for the pixel
out vec4 FragColor;
// Input from the vertex shader
in vec2 TexCoord; // The texture coordinate, interpolated for this specific pixel
// The source texture (our FontMap "sticker sheet")
uniform sampler2D u_texture;
uniform vec4 u_textColor;
void main()
{
float mask = texture(u_texture, TexCoord).a;
FragColor = vec4(u_textColor.rgb, u_textColor.a * mask);
}
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#version 330 core
// Input vertex data from the VBO
layout (location = 0) in vec2 aPos; // The (x, y) position of the vertex
layout (location = 1) in vec2 aTexCoord; // The (u, v) texture coordinate for this vertex
// Output to the fragment shader
out vec2 TexCoord;
// A matrix to handle projection (not strictly needed for this specific render-to-texture,
// but good practice to include for general purpose use)
uniform mat4 u_mvpMatrix;
void main()
{
// Set the final position of the vertex
gl_Position = u_mvpMatrix * vec4(aPos.x, aPos.y, 0.0, 1.0);
// Pass the texture coordinate straight through to the fragment shader
TexCoord = aTexCoord;
}