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| author | victorfisac <victorfisac@gmail.com> | 2016-01-20 13:48:00 +0100 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-01-20 13:48:00 +0100 |
| commit | c04752c0e4b646638ce6adf991750763c2dbf393 (patch) | |
| tree | 9fdafdbdd04dda343a25ac40768900d2d5016da6 /examples/resources | |
| parent | 4cc394c376c83926da67afe14855d2a3e2b06cfd (diff) | |
| parent | 29c618a35e19c1c00be94bf423ad6af7ecf1d3f8 (diff) | |
| download | raylib-c04752c0e4b646638ce6adf991750763c2dbf393.tar.gz raylib-c04752c0e4b646638ce6adf991750763c2dbf393.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples/resources')
| -rw-r--r-- | examples/resources/shaders/base.vs | 5 | ||||
| -rw-r--r-- | examples/resources/shaders/bloom.fs | 2 | ||||
| -rw-r--r-- | examples/resources/shaders/grayscale.fs | 6 | ||||
| -rw-r--r-- | examples/resources/shaders/phong.fs | 28 | ||||
| -rw-r--r-- | examples/resources/shaders/phong.vs | 7 | ||||
| -rw-r--r-- | examples/resources/shaders/shapes_base.vs | 9 | ||||
| -rw-r--r-- | examples/resources/shaders/shapes_grayscale.fs | 4 | ||||
| -rw-r--r-- | examples/resources/shaders/swirl.fs | 8 |
8 files changed, 33 insertions, 36 deletions
diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/base.vs index 59eae0a0..b0f930b7 100644 --- a/examples/resources/shaders/base.vs +++ b/examples/resources/shaders/base.vs @@ -6,8 +6,7 @@ in vec3 vertexNormal; out vec2 fragTexCoord; -uniform mat4 projectionMatrix; -uniform mat4 modelviewMatrix; +uniform mat4 mvpMatrix; // NOTE: Add here your custom variables @@ -15,5 +14,5 @@ void main() { fragTexCoord = vertexTexCoord; - gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); }
\ No newline at end of file diff --git a/examples/resources/shaders/bloom.fs b/examples/resources/shaders/bloom.fs index f9cebe18..2833ce33 100644 --- a/examples/resources/shaders/bloom.fs +++ b/examples/resources/shaders/bloom.fs @@ -5,7 +5,7 @@ in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; -uniform vec4 tintColor; +uniform vec4 fragTintColor; // NOTE: Add here your custom variables diff --git a/examples/resources/shaders/grayscale.fs b/examples/resources/shaders/grayscale.fs index 38337e00..af50b8c1 100644 --- a/examples/resources/shaders/grayscale.fs +++ b/examples/resources/shaders/grayscale.fs @@ -5,16 +5,16 @@ in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; -uniform vec4 tintColor; +uniform vec4 fragTintColor; // NOTE: Add here your custom variables void main() { - vec4 base = texture2D(texture0, fragTexCoord)*tintColor; + 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, tintColor.a); + 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 index bb8826f4..f79413d9 100644 --- a/examples/resources/shaders/phong.fs +++ b/examples/resources/shaders/phong.fs @@ -6,19 +6,19 @@ in vec3 fragNormal; // Diffuse data uniform sampler2D texture0; -uniform vec4 tintColor; +uniform vec4 fragTintColor; // Light attributes -uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0); -uniform vec3 light_diffuseColor = vec3(1, 0.5, 0); -uniform vec3 light_specularColor = vec3(0, 1, 0); -uniform float light_intensity = 1; -uniform float light_specIntensity = 1; +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, 1, 1); -uniform vec3 mat_specularColor = vec3(1, 1, 1); -uniform float mat_glossiness = 50; +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; @@ -29,7 +29,7 @@ out vec4 fragColor; vec3 AmbientLighting() { - return mat_ambientColor * light_ambientColor; + return (mat_ambientColor*light_ambientColor); } vec3 DiffuseLighting(in vec3 N, in vec3 L) @@ -37,15 +37,15 @@ vec3 DiffuseLighting(in vec3 N, in vec3 L) // Lambertian reflection calculation float diffuse = clamp(dot(N, L), 0, 1); - return tintColor.xyz * light_diffuseColor * light_intensity * diffuse; + return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse); } vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) { - float specular = 0; + float specular = 0.0; // Calculate specular reflection only if the surface is oriented to the light source - if(dot(N, L) > 0) + if (dot(N, L) > 0) { // Calculate half vector vec3 H = normalize(L + V); @@ -54,7 +54,7 @@ vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) specular = pow(dot(N, H), 3 + mat_glossiness); } - return mat_specularColor * light_specularColor * light_specIntensity * specular; + return (mat_specularColor*light_specularColor*light_specIntensity*specular); } void main() diff --git a/examples/resources/shaders/phong.vs b/examples/resources/shaders/phong.vs index 25163902..ee6d34bf 100644 --- a/examples/resources/shaders/phong.vs +++ b/examples/resources/shaders/phong.vs @@ -6,8 +6,7 @@ in vec2 vertexTexCoord; in vec3 vertexNormal; // Projection and model data -uniform mat4 projectionMatrix; -uniform mat4 modelviewMatrix; +uniform mat4 mvpMatrix; uniform mat4 modelMatrix; // Attributes to fragment shader @@ -21,8 +20,8 @@ void main() // Calculate view vector normal from model mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); - fragNormal = normalize(normalMatrix * vertexNormal); + fragNormal = normalize(normalMatrix*vertexNormal); // Calculate final vertex position - gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); }
\ No newline at end of file diff --git a/examples/resources/shaders/shapes_base.vs b/examples/resources/shaders/shapes_base.vs index 78e543b7..1fd686be 100644 --- a/examples/resources/shaders/shapes_base.vs +++ b/examples/resources/shaders/shapes_base.vs @@ -4,16 +4,15 @@ attribute vec3 vertexPosition; attribute vec2 vertexTexCoord; attribute vec4 vertexColor; -uniform mat4 projectionMatrix; -uniform mat4 modelviewMatrix; +uniform mat4 mvpMatrix; varying vec2 fragTexCoord; -varying vec4 fragColor; +varying vec4 fragTintColor; void main() { fragTexCoord = vertexTexCoord; - fragColor = vertexColor; + fragTintColor = vertexColor; - gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0); + 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 index 1b778871..23ba9153 100644 --- a/examples/resources/shaders/shapes_grayscale.fs +++ b/examples/resources/shaders/shapes_grayscale.fs @@ -2,11 +2,11 @@ uniform sampler2D texture0; varying vec2 fragTexCoord; -varying vec4 fragColor; +varying vec4 fragTintColor; void main() { - vec4 base = texture2D(texture0, fragTexCoord)*fragColor; + 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)); diff --git a/examples/resources/shaders/swirl.fs b/examples/resources/shaders/swirl.fs index ba26cc05..f89ef406 100644 --- a/examples/resources/shaders/swirl.fs +++ b/examples/resources/shaders/swirl.fs @@ -5,17 +5,17 @@ in vec2 fragTexCoord; out vec4 fragColor; uniform sampler2D texture0; -uniform vec4 tintColor; +uniform vec4 fragTintColor; // NOTE: Add here your custom variables -const float renderWidth = 800; // HARDCODED for example! -const float renderHeight = 480; // Use uniforms instead... +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, 200); +uniform vec2 center = vec2(200.0, 200.0); void main (void) { |
