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authorDavid Robillard <d@drobilla.net>2021-12-17 14:01:44 -0500
committerDavid Robillard <d@drobilla.net>2021-12-17 14:01:44 -0500
commit7ce1f135a111310483709f5598037d215943de43 (patch)
treeb30272d2609dcbb6abce53a4791b4b70d4d033cc /examples/shaders
parentb953b87ad473c7a4480df6b2bcbed68b13c8c663 (diff)
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Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/header_330.glsl3
-rw-r--r--examples/shaders/header_420.glsl3
-rw-r--r--examples/shaders/meson.build3
-rw-r--r--examples/shaders/rect.frag3
-rw-r--r--examples/shaders/rect.vert3
5 files changed, 15 insertions, 0 deletions
diff --git a/examples/shaders/header_330.glsl b/examples/shaders/header_330.glsl
index 59d5f6f..1de3301 100644
--- a/examples/shaders/header_330.glsl
+++ b/examples/shaders/header_330.glsl
@@ -1,3 +1,6 @@
+// Copyright 2020 David Robillard <d@drobilla.net>
+// SPDX-License-Identifier: ISC
+
#version 330 core
#define INTER(qualifiers)
diff --git a/examples/shaders/header_420.glsl b/examples/shaders/header_420.glsl
index 2beaad0..95fe1a1 100644
--- a/examples/shaders/header_420.glsl
+++ b/examples/shaders/header_420.glsl
@@ -1,3 +1,6 @@
+// Copyright 2020 David Robillard <d@drobilla.net>
+// SPDX-License-Identifier: ISC
+
#version 420 core
#define INTER(qualifiers) layout(qualifiers)
diff --git a/examples/shaders/meson.build b/examples/shaders/meson.build
index e47be9d..83859b3 100644
--- a/examples/shaders/meson.build
+++ b/examples/shaders/meson.build
@@ -1,3 +1,6 @@
+# Copyright 2021 David Robillard <d@drobilla.net>
+# SPDX-License-Identifier: CC0-1.0 OR ISC
+
shader_files = [
'header_330.glsl',
'header_420.glsl',
diff --git a/examples/shaders/rect.frag b/examples/shaders/rect.frag
index 33bfbb2..9cee53b 100644
--- a/examples/shaders/rect.frag
+++ b/examples/shaders/rect.frag
@@ -1,3 +1,6 @@
+// Copyright 2019-2020 David Robillard <d@drobilla.net>
+// SPDX-License-Identifier: ISC
+
/* The fragment shader uses the UV coordinates to calculate whether it is in
the T, R, B, or L border. These are then mixed with the border color, and
their inverse is mixed with the fill color, to calculate the fragment color.
diff --git a/examples/shaders/rect.vert b/examples/shaders/rect.vert
index 2c7b5f1..0fa4dbc 100644
--- a/examples/shaders/rect.vert
+++ b/examples/shaders/rect.vert
@@ -1,3 +1,6 @@
+// Copyright 2019-2020 David Robillard <d@drobilla.net>
+// SPDX-License-Identifier: ISC
+
/* The vertex shader is trivial, but forwards scaled UV coordinates (in pixels)
to the fragment shader for drawing the border. */