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authorraysan5 <raysan5@gmail.com>2016-04-07 12:32:32 +0200
committerraysan5 <raysan5@gmail.com>2016-04-07 12:32:32 +0200
commit1d545449bb19148b45d2d92f213e1001a8eb527c (patch)
tree3e9627f74717b957521202fb17c316e936301bbb /examples/resources/shaders/glsl100
parent78b502b0bf1ee796d86837c611150ed5f8d58fd2 (diff)
downloadraylib-1d545449bb19148b45d2d92f213e1001a8eb527c.tar.gz
raylib-1d545449bb19148b45d2d92f213e1001a8eb527c.zip
Reviewed shaders and added comments
Diffstat (limited to 'examples/resources/shaders/glsl100')
-rw-r--r--examples/resources/shaders/glsl100/base.vs26
-rw-r--r--examples/resources/shaders/glsl100/bloom.fs37
-rw-r--r--examples/resources/shaders/glsl100/grayscale.fs25
-rw-r--r--examples/resources/shaders/glsl100/swirl.fs45
4 files changed, 133 insertions, 0 deletions
diff --git a/examples/resources/shaders/glsl100/base.vs b/examples/resources/shaders/glsl100/base.vs
new file mode 100644
index 00000000..e9386939
--- /dev/null
+++ b/examples/resources/shaders/glsl100/base.vs
@@ -0,0 +1,26 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvpMatrix;
+
+// Output vertex attributes (to fragment shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ // Calculate final vertex position
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs
new file mode 100644
index 00000000..5a08843d
--- /dev/null
+++ b/examples/resources/shaders/glsl100/bloom.fs
@@ -0,0 +1,37 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 sum = vec4(0);
+ vec4 tc = vec4(0);
+
+ for (int i = -4; i < 4; i++)
+ {
+ for (int j = -3; j < 3; j++)
+ {
+ sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
+ }
+ }
+
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+
+ // Calculate final fragment color
+ if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
+ else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
+ else tc = sum*sum*0.0075 + texelColor;
+
+ finalColor = tc;
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl100/grayscale.fs b/examples/resources/shaders/glsl100/grayscale.fs
new file mode 100644
index 00000000..f92ec335
--- /dev/null
+++ b/examples/resources/shaders/glsl100/grayscale.fs
@@ -0,0 +1,25 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
+
+ // Convert texel color to grayscale using NTSC conversion weights
+ float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
+
+ // Calculate final fragment color
+ gl_FragColor = vec4(gray, gray, gray, texelColor.a);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs
new file mode 100644
index 00000000..e77d4f87
--- /dev/null
+++ b/examples/resources/shaders/glsl100/swirl.fs
@@ -0,0 +1,45 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 800.0; // HARDCODED for example!
+const float renderHeight = 480.0; // Use uniforms instead...
+
+float radius = 250.0;
+float angle = 0.8;
+
+uniform vec2 center = vec2(200.0, 200.0);
+
+void main (void)
+{
+ vec2 texSize = vec2(renderWidth, renderHeight);
+ vec2 tc = fragTexCoord*texSize;
+ tc -= center;
+
+ float dist = length(tc);
+
+ if (dist < radius)
+ {
+ float percent = (radius - dist)/radius;
+ float theta = percent*percent*angle*8.0;
+ float s = sin(theta);
+ float c = cos(theta);
+
+ tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
+ }
+
+ tc += center;
+ vec3 color = texture2D(texture0, tc/texSize).rgb;
+
+ gl_FragColor = vec4(color, 1.0);;
+} \ No newline at end of file