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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/glsl330
parent78b502b0bf1ee796d86837c611150ed5f8d58fd2 (diff)
downloadraylib-1d545449bb19148b45d2d92f213e1001a8eb527c.tar.gz
raylib-1d545449bb19148b45d2d92f213e1001a8eb527c.zip
Reviewed shaders and added comments
Diffstat (limited to 'examples/resources/shaders/glsl330')
-rw-r--r--examples/resources/shaders/glsl330/base.vs26
-rw-r--r--examples/resources/shaders/glsl330/bloom.fs38
-rw-r--r--examples/resources/shaders/glsl330/grayscale.fs26
-rw-r--r--examples/resources/shaders/glsl330/phong.fs76
-rw-r--r--examples/resources/shaders/glsl330/phong.vs29
-rw-r--r--examples/resources/shaders/glsl330/swirl.fs46
6 files changed, 241 insertions, 0 deletions
diff --git a/examples/resources/shaders/glsl330/base.vs b/examples/resources/shaders/glsl330/base.vs
new file mode 100644
index 00000000..638cb8ae
--- /dev/null
+++ b/examples/resources/shaders/glsl330/base.vs
@@ -0,0 +1,26 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvpMatrix;
+
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+out 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/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs
new file mode 100644
index 00000000..c8cb0d32
--- /dev/null
+++ b/examples/resources/shaders/glsl330/bloom.fs
@@ -0,0 +1,38 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// Output fragment color
+out vec4 finalColor;
+
+// 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/glsl330/grayscale.fs b/examples/resources/shaders/glsl330/grayscale.fs
new file mode 100644
index 00000000..d4a8824f
--- /dev/null
+++ b/examples/resources/shaders/glsl330/grayscale.fs
@@ -0,0 +1,26 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// Output fragment color
+out vec4 finalColor;
+
+// 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
+ finalColor = vec4(gray, gray, gray, texelColor.a);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/phong.fs b/examples/resources/shaders/glsl330/phong.fs
new file mode 100644
index 00000000..2e7a95f6
--- /dev/null
+++ b/examples/resources/shaders/glsl330/phong.fs
@@ -0,0 +1,76 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec3 fragNormal;
+
+// Diffuse data
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// Light attributes
+uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
+uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
+uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
+uniform float light_intensity = 1.0;
+uniform float light_specIntensity = 1.0;
+
+// Material attributes
+uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
+uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
+uniform float mat_glossiness = 50.0;
+
+// World attributes
+uniform vec3 lightPos;
+uniform vec3 cameraPos;
+
+// Fragment shader output data
+out vec4 fragColor;
+
+vec3 AmbientLighting()
+{
+ return (mat_ambientColor*light_ambientColor);
+}
+
+vec3 DiffuseLighting(in vec3 N, in vec3 L)
+{
+ // Lambertian reflection calculation
+ float diffuse = clamp(dot(N, L), 0, 1);
+
+ return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
+}
+
+vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
+{
+ float specular = 0.0;
+
+ // Calculate specular reflection only if the surface is oriented to the light source
+ if (dot(N, L) > 0)
+ {
+ // Calculate half vector
+ vec3 H = normalize(L + V);
+
+ // Calculate specular intensity
+ specular = pow(dot(N, H), 3 + mat_glossiness);
+ }
+
+ return (mat_specularColor*light_specularColor*light_specIntensity*specular);
+}
+
+void main()
+{
+ // Normalize input vectors
+ vec3 L = normalize(lightPos);
+ vec3 V = normalize(cameraPos);
+ vec3 N = normalize(fragNormal);
+
+ vec3 ambient = AmbientLighting();
+ vec3 diffuse = DiffuseLighting(N, L);
+ vec3 specular = SpecularLighting(N, L, V);
+
+ // Get base color from texture
+ vec4 textureColor = texture(texture0, fragTexCoord);
+ vec3 finalColor = textureColor.rgb;
+
+ fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/phong.vs b/examples/resources/shaders/glsl330/phong.vs
new file mode 100644
index 00000000..d68d9b3f
--- /dev/null
+++ b/examples/resources/shaders/glsl330/phong.vs
@@ -0,0 +1,29 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+
+// Input uniform values
+uniform mat4 mvpMatrix;
+
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+out vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+uniform mat4 modelMatrix;
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+
+ // Calculate view vector normal from model
+ mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
+ fragNormal = normalize(normalMatrix*vertexNormal);
+
+ // Calculate final vertex position
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs
new file mode 100644
index 00000000..b1dc82f0
--- /dev/null
+++ b/examples/resources/shaders/glsl330/swirl.fs
@@ -0,0 +1,46 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// Output fragment color
+out vec4 finalColor;
+
+// 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;
+
+ finalColor = vec4(color, 1.0);;
+} \ No newline at end of file