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authorvictorfisac <victorfisac@gmail.com>2016-05-20 14:03:23 +0200
committervictorfisac <victorfisac@gmail.com>2016-05-20 14:03:23 +0200
commit4f1bee31654dec5f5cea2ac9d291d202df504745 (patch)
tree42a5028ebab3277a8d46bdcf3fea2990e1aa590d /examples/resources
parentea7afc8ec835040d84d79ae318f7aebb9f1e189c (diff)
parentdcf5f45f687f2a534286aecd5e6471a0440b0c21 (diff)
downloadraylib-4f1bee31654dec5f5cea2ac9d291d202df504745.tar.gz
raylib-4f1bee31654dec5f5cea2ac9d291d202df504745.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/shaders/bloom.fs42
-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.fs (renamed from examples/resources/shaders/swirl.fs)14
-rw-r--r--examples/resources/shaders/glsl330/base.vs (renamed from examples/resources/shaders/base.vs)12
-rw-r--r--examples/resources/shaders/glsl330/bloom.fs38
-rw-r--r--examples/resources/shaders/glsl330/depth.fs27
-rw-r--r--examples/resources/shaders/glsl330/grayscale.fs26
-rw-r--r--examples/resources/shaders/glsl330/phong.fs85
-rw-r--r--examples/resources/shaders/glsl330/phong.vs (renamed from examples/resources/shaders/phong.vs)16
-rw-r--r--examples/resources/shaders/glsl330/swirl.fs46
-rw-r--r--examples/resources/shaders/grayscale.fs20
-rw-r--r--examples/resources/shaders/phong.fs76
-rw-r--r--examples/resources/shaders/shapes_base.vs18
-rw-r--r--examples/resources/shaders/shapes_grayscale.fs15
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