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authorraysan5 <raysan5@gmail.com>2015-05-04 23:46:31 +0200
committerraysan5 <raysan5@gmail.com>2015-05-04 23:46:31 +0200
commiteae98e1c34512579d69966c99713bd0c45bfcb50 (patch)
tree86b224238a9a017d45e5267b59f755b1c6dfbd1a /examples/resources
parentba257b09f55f240ec48200383fe49ca4bf3e1cab (diff)
downloadraylib-eae98e1c34512579d69966c99713bd0c45bfcb50.tar.gz
raylib-eae98e1c34512579d69966c99713bd0c45bfcb50.zip
Big batch of changes, check description:
- Camera system moved to a separate module [camera.c] - WIP: Added customization functions for camera controls - Added custom shaders support on batch drawing - Complete redesign of textures module to support multiple texture formats (compressed and uncompressed)
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/shaders/base.vs19
-rw-r--r--examples/resources/shaders/custom.fs16
-rw-r--r--examples/resources/shaders/custom.vs16
-rw-r--r--examples/resources/shaders/grayscale.fs15
4 files changed, 66 insertions, 0 deletions
diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/base.vs
new file mode 100644
index 00000000..78e543b7
--- /dev/null
+++ b/examples/resources/shaders/base.vs
@@ -0,0 +1,19 @@
+#version 110
+
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec4 vertexColor;
+
+uniform mat4 projectionMatrix;
+uniform mat4 modelviewMatrix;
+
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+void main()
+{
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/custom.fs b/examples/resources/shaders/custom.fs
new file mode 100644
index 00000000..1e53933b
--- /dev/null
+++ b/examples/resources/shaders/custom.fs
@@ -0,0 +1,16 @@
+#version 330
+
+uniform sampler2D texture0;
+varying vec2 fragTexCoord;
+
+uniform vec4 tintColor;
+
+void main()
+{
+ vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
+
+ // 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, tintColor.a);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/custom.vs b/examples/resources/shaders/custom.vs
new file mode 100644
index 00000000..629c954d
--- /dev/null
+++ b/examples/resources/shaders/custom.vs
@@ -0,0 +1,16 @@
+#version 330
+
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+
+uniform mat4 projectionMatrix;
+uniform mat4 modelviewMatrix;
+
+varying vec2 fragTexCoord;
+
+void main()
+{
+ fragTexCoord = vertexTexCoord;
+ gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/grayscale.fs b/examples/resources/shaders/grayscale.fs
new file mode 100644
index 00000000..1b778871
--- /dev/null
+++ b/examples/resources/shaders/grayscale.fs
@@ -0,0 +1,15 @@
+#version 110
+
+uniform sampler2D texture0;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+void main()
+{
+ vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
+
+ // 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