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authorvictorfisac <victorfisac@gmail.com>2016-01-20 13:48:00 +0100
committervictorfisac <victorfisac@gmail.com>2016-01-20 13:48:00 +0100
commitc04752c0e4b646638ce6adf991750763c2dbf393 (patch)
tree9fdafdbdd04dda343a25ac40768900d2d5016da6 /examples/resources
parent4cc394c376c83926da67afe14855d2a3e2b06cfd (diff)
parent29c618a35e19c1c00be94bf423ad6af7ecf1d3f8 (diff)
downloadraylib-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.vs5
-rw-r--r--examples/resources/shaders/bloom.fs2
-rw-r--r--examples/resources/shaders/grayscale.fs6
-rw-r--r--examples/resources/shaders/phong.fs28
-rw-r--r--examples/resources/shaders/phong.vs7
-rw-r--r--examples/resources/shaders/shapes_base.vs9
-rw-r--r--examples/resources/shaders/shapes_grayscale.fs4
-rw-r--r--examples/resources/shaders/swirl.fs8
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)
{