diff --git a/MAKE.bat b/MAKE.bat index e87f0a6..942295a 100644 --- a/MAKE.bat +++ b/MAKE.bat @@ -370,6 +370,8 @@ if "%1"=="fwk" ( copy/y ..\fwk-mirror\engine\fwk _fwk\engine\fwk copy/y ..\fwk-mirror\engine\split\*.inl _fwk\engine\split\ copy/y ..\fwk-mirror\engine\art\shaders\* _fwk\engine\art\shaders\ + copy/y ..\fwk-mirror\engine\art\fx\* _fwk\engine\art\fx\ + copy/y ..\fwk-mirror\demos\art\fx\* _fwk\demos\art\fx\ copy/y ..\fwk-mirror\tools\*.c _fwk\tools\ copy/y ..\fwk-mirror\demos\*.c _fwk\demos\ rem copy/y ..\fwk-mirror\engine\split\3rd_*.c _fwk\engine\split\ @@ -381,17 +383,22 @@ if "%1"=="fwk" ( if "%1"=="fwk_prep" ( if not exist "_fwk" mkdir "_fwk" if not exist "_fwk\demos" mkdir "_fwk\demos" + if not exist "_fwk\demos\art" mkdir "_fwk\demos\art" + if not exist "_fwk\demos\art\fx" mkdir "_fwk\demos\art\fx" if not exist "_fwk\tools" mkdir "_fwk\tools" if not exist "_fwk\tools\editor" mkdir "_fwk\tools\editor" if not exist "_fwk\engine" mkdir "_fwk\engine" if not exist "_fwk\engine\art" mkdir "_fwk\engine\art" if not exist "_fwk\engine\art\shaders" mkdir "_fwk\engine\art\shaders" + if not exist "_fwk\engine\art\fx" mkdir "_fwk\engine\art\fx" if not exist "_fwk\engine\split" mkdir "_fwk\engine\split" setlocal enabledelayedexpansion xcopy /y "*" "_fwk" xcopy /y "engine\split\3rd_*" "_fwk\engine\split" xcopy /y "engine\art\shaders\*" "_fwk\engine\art\shaders" + xcopy /y "engine\art\fx\*" "_fwk\engine\art\fx" xcopy /y "demos" "_fwk\demos" + xcopy /y "demos\art\fx" "_fwk\demos\art\fx" copy /y "engine\editor.c" "_fwk\engine\editor.c" copy /y "engine\v4k.c" "_fwk\engine\fwk.c" copy /y "engine\v4k.h" "_fwk\engine\fwk.h" diff --git a/demos/art/fx/fxBlur.fs b/demos/art/fx/fxBlur.fs index bf59569..54323a3 100644 --- a/demos/art/fx/fxBlur.fs +++ b/demos/art/fx/fxBlur.fs @@ -1,7 +1,7 @@ // [ref] https://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/ -uniform float intensity = 4; /// set:4 -uniform vec2 direction = vec2(1.0, 0.0); /// set:1,0 +uniform float intensity; /// set:4 +uniform vec2 direction; /// set:1,0 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy;