diff options
| author | victorfisac <victorfisac@gmail.com> | 2016-05-20 14:03:23 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-20 14:03:23 +0200 |
| commit | 4f1bee31654dec5f5cea2ac9d291d202df504745 (patch) | |
| tree | 42a5028ebab3277a8d46bdcf3fea2990e1aa590d /examples/resources | |
| parent | ea7afc8ec835040d84d79ae318f7aebb9f1e189c (diff) | |
| parent | dcf5f45f687f2a534286aecd5e6471a0440b0c21 (diff) | |
| download | raylib-4f1bee31654dec5f5cea2ac9d291d202df504745.tar.gz raylib-4f1bee31654dec5f5cea2ac9d291d202df504745.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples/resources')
16 files changed, 337 insertions, 186 deletions
diff --git a/examples/resources/shaders/bloom.fs b/examples/resources/shaders/bloom.fs deleted file mode 100644 index 2833ce33..00000000 --- a/examples/resources/shaders/bloom.fs +++ /dev/null @@ -1,42 +0,0 @@ -#version 330 - -in vec2 fragTexCoord; - -out vec4 fragColor; - -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; - } - } - - if (texture2D(texture0, fragTexCoord).r < 0.3) - { - tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord); - } - else - { - if (texture2D(texture0, fragTexCoord).r < 0.5) - { - tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord); - } - else - { - tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord); - } - } - - fragColor = tc; -}
\ No newline at end of file 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..280d2fb6 --- /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; + + gl_FragColor = 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/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs index f89ef406..0d6d24f2 100644 --- a/examples/resources/shaders/swirl.fs +++ b/examples/resources/shaders/glsl100/swirl.fs @@ -1,9 +1,12 @@ -#version 330 +#version 100 -in vec2 fragTexCoord; +precision mediump float; -out vec4 fragColor; +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; @@ -17,11 +20,12 @@ float angle = 0.8; uniform vec2 center = vec2(200.0, 200.0); -void main (void) +void main() { vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; tc -= center; + float dist = length(tc); if (dist < radius) @@ -37,5 +41,5 @@ void main (void) tc += center; vec3 color = texture2D(texture0, tc/texSize).rgb; - fragColor = vec4(color, 1.0);; + gl_FragColor = vec4(color, 1.0);; }
\ No newline at end of file diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/glsl330/base.vs index b0f930b7..638cb8ae 100644 --- a/examples/resources/shaders/base.vs +++ b/examples/resources/shaders/glsl330/base.vs @@ -1,18 +1,26 @@ #version 330 +// Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; +in vec4 vertexColor; -out vec2 fragTexCoord; - +// 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..0307bc06 --- /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 += texture(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/depth.fs b/examples/resources/shaders/glsl330/depth.fs new file mode 100644 index 00000000..06d399f9 --- /dev/null +++ b/examples/resources/shaders/glsl330/depth.fs @@ -0,0 +1,27 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; // Depth texture +uniform vec4 fragTintColor; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables + +void main() +{ + float zNear = 0.01; // camera z near + float zFar = 10.0; // camera z far + float z = texture(texture0, fragTexCoord).x; + + // Linearize depth value + float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); + + // Calculate final fragment color + finalColor = vec4(depth, depth, depth, 1.0f); +}
\ 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..c14b346a --- /dev/null +++ b/examples/resources/shaders/glsl330/phong.fs @@ -0,0 +1,85 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec3 fragNormal; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables + +// Light uniform values +uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0); +uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0); +uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0); +uniform float lightIntensity = 1.0; +uniform float lightSpecIntensity = 1.0; + +// Material uniform values +uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0); +uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0); +uniform float matGlossiness = 50.0; + +// World uniform values +uniform vec3 lightPosition; +uniform vec3 cameraPosition; + +// Fragment shader output data +out vec4 fragColor; + +// Calculate ambient lighting component +vec3 AmbientLighting() +{ + return (matAmbientColor*lightAmbientColor); +} + +// Calculate diffuse lighting component +vec3 DiffuseLighting(in vec3 N, in vec3 L) +{ + // Lambertian reflection calculation + float diffuse = clamp(dot(N, L), 0, 1); + + return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse); +} + +// Calculate specular lighting component +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 + matGlossiness); + } + + return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular); +} + +void main() +{ + // Normalize input vectors + vec3 L = normalize(lightPosition); + vec3 V = normalize(cameraPosition); + vec3 N = normalize(fragNormal); + + // Calculate lighting components + vec3 ambient = AmbientLighting(); + vec3 diffuse = DiffuseLighting(N, L); + vec3 specular = SpecularLighting(N, L, V); + + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); + + // Calculate final fragment color + finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a); +}
\ No newline at end of file diff --git a/examples/resources/shaders/phong.vs b/examples/resources/shaders/glsl330/phong.vs index 52cc2227..d68d9b3f 100644 --- a/examples/resources/shaders/phong.vs +++ b/examples/resources/shaders/glsl330/phong.vs @@ -1,25 +1,25 @@ #version 330 -// Vertex input data +// Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; -// Projection and model data +// Input uniform values uniform mat4 mvpMatrix; -uniform mat4 modelMatrix; -//uniform mat4 viewMatrix; // Not used - -// Attributes to fragment shader +// Output vertex attributes (to fragment shader) out vec2 fragTexCoord; out vec3 fragNormal; +// NOTE: Add here your custom variables +uniform mat4 modelMatrix; + void main() { - // Send texture coord to fragment shader + // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; - + // Calculate view vector normal from model mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); fragNormal = normalize(normalMatrix*vertexNormal); diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs new file mode 100644 index 00000000..80c16cc9 --- /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() +{ + 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 = texture(texture0, tc/texSize).rgb; + + finalColor = vec4(color, 1.0);; +}
\ No newline at end of file diff --git a/examples/resources/shaders/grayscale.fs b/examples/resources/shaders/grayscale.fs deleted file mode 100644 index af50b8c1..00000000 --- a/examples/resources/shaders/grayscale.fs +++ /dev/null @@ -1,20 +0,0 @@ -#version 330 - -in vec2 fragTexCoord; - -out vec4 fragColor; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -void main() -{ - vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor; - - // Convert to grayscale using NTSC conversion weights - float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); - - fragColor = vec4(gray, gray, gray, fragTintColor.a); -}
\ No newline at end of file diff --git a/examples/resources/shaders/phong.fs b/examples/resources/shaders/phong.fs deleted file mode 100644 index f79413d9..00000000 --- a/examples/resources/shaders/phong.fs +++ /dev/null @@ -1,76 +0,0 @@ -#version 330 - -// Vertex shader input data -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/shapes_base.vs b/examples/resources/shaders/shapes_base.vs deleted file mode 100644 index ad272dc1..00000000 --- a/examples/resources/shaders/shapes_base.vs +++ /dev/null @@ -1,18 +0,0 @@ -#version 330 - -attribute vec3 vertexPosition; -attribute vec2 vertexTexCoord; -attribute vec4 vertexColor; - -uniform mat4 mvpMatrix; - -varying vec2 fragTexCoord; -varying vec4 fragTintColor; - -void main() -{ - fragTexCoord = vertexTexCoord; - fragTintColor = vertexColor; - - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/examples/resources/shaders/shapes_grayscale.fs b/examples/resources/shaders/shapes_grayscale.fs deleted file mode 100644 index 0698e1bf..00000000 --- a/examples/resources/shaders/shapes_grayscale.fs +++ /dev/null @@ -1,15 +0,0 @@ -#version 330 - -uniform sampler2D texture0; -varying vec2 fragTexCoord; -varying vec4 fragTintColor; - -void main() -{ - vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor; - - // Convert to grayscale using NTSC conversion weights - float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); - - gl_FragColor = vec4(gray, gray, gray, base.a); -}
\ No newline at end of file |
