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authorRay <raysan5@gmail.com>2017-05-15 22:48:04 +0200
committerRay <raysan5@gmail.com>2017-05-15 22:48:04 +0200
commitaba25e9ba379cdf2e68b65f55dd08ab4e0d713d8 (patch)
tree7a280f0f2a422a938aba1e93fcff83340e6504a0 /examples
parent5f09c71f983be066207522818f7be504a1b4592e (diff)
downloadraylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.tar.gz
raylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.zip
Move shaders to examples
Diffstat (limited to 'examples')
-rw-r--r--examples/shaders/resources/shaders/glsl100/base.fs24
-rw-r--r--examples/shaders/resources/shaders/glsl100/blur.fs34
-rw-r--r--examples/shaders/resources/shaders/glsl100/cross_hatching.fs47
-rw-r--r--examples/shaders/resources/shaders/glsl100/cross_stitching.fs58
-rw-r--r--examples/shaders/resources/shaders/glsl100/dream_vision.fs37
-rw-r--r--examples/shaders/resources/shaders/glsl100/fisheye.fs43
-rw-r--r--examples/shaders/resources/shaders/glsl100/pixel.fs32
-rw-r--r--examples/shaders/resources/shaders/glsl100/posterization.fs29
-rw-r--r--examples/shaders/resources/shaders/glsl100/predator.fs30
-rw-r--r--examples/shaders/resources/shaders/glsl100/scanlines.fs44
-rw-r--r--examples/shaders/resources/shaders/glsl100/sobel.fs41
-rw-r--r--examples/shaders/resources/shaders/glsl100/swirl.fs5
-rw-r--r--examples/shaders/resources/shaders/glsl330/base.fs25
-rw-r--r--examples/shaders/resources/shaders/glsl330/blur.fs35
-rw-r--r--examples/shaders/resources/shaders/glsl330/cross_hatching.fs48
-rw-r--r--examples/shaders/resources/shaders/glsl330/cross_stitching.fs59
-rw-r--r--examples/shaders/resources/shaders/glsl330/depth.fs2
-rw-r--r--examples/shaders/resources/shaders/glsl330/dream_vision.fs34
-rw-r--r--examples/shaders/resources/shaders/glsl330/fisheye.fs40
-rw-r--r--examples/shaders/resources/shaders/glsl330/overdraw.fs26
-rw-r--r--examples/shaders/resources/shaders/glsl330/pixelizer.fs33
-rw-r--r--examples/shaders/resources/shaders/glsl330/posterization.fs31
-rw-r--r--examples/shaders/resources/shaders/glsl330/predator.fs32
-rw-r--r--examples/shaders/resources/shaders/glsl330/scanlines.fs49
-rw-r--r--examples/shaders/resources/shaders/glsl330/sobel.fs41
-rw-r--r--examples/shaders/resources/shaders/glsl330/swirl.fs5
26 files changed, 879 insertions, 5 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/base.fs b/examples/shaders/resources/shaders/glsl100/base.fs
new file mode 100644
index 00000000..b004ba0b
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/base.fs
@@ -0,0 +1,24 @@
+#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 colDiffuse;
+
+// NOTE: Add here your custom variables
+uniform vec2 resolution = vec2(800, 450);
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+
+ // NOTE: Implement here your fragment shader code
+
+ gl_FragColor = texelColor*colDiffuse;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/blur.fs b/examples/shaders/resources/shaders/glsl100/blur.fs
new file mode 100644
index 00000000..1935f080
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/blur.fs
@@ -0,0 +1,34 @@
+#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 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
+
+float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
+float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
+
+ for (int i = 1; i < 3; i++)
+ {
+ tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ }
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/cross_hatching.fs b/examples/shaders/resources/shaders/glsl100/cross_hatching.fs
new file mode 100644
index 00000000..ced0fd63
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/cross_hatching.fs
@@ -0,0 +1,47 @@
+# 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 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+float hatchOffsetY = 5.0f;
+float lumThreshold01 = 0.9f;
+float lumThreshold02 = 0.7f;
+float lumThreshold03 = 0.5f;
+float lumThreshold04 = 0.3f;
+
+void main()
+{
+ vec3 tc = vec3(1.0, 1.0, 1.0);
+ float lum = length(texture2D(texture0, fragTexCoord).rgb);
+
+ if (lum < lumThreshold01)
+ {
+ if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ if (lum < lumThreshold02)
+ {
+ if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ if (lum < lumThreshold03)
+ {
+ if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ if (lum < lumThreshold04)
+ {
+ if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/cross_stitching.fs b/examples/shaders/resources/shaders/glsl100/cross_stitching.fs
new file mode 100644
index 00000000..67639a55
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/cross_stitching.fs
@@ -0,0 +1,58 @@
+# 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 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
+
+float stitchingSize = 6.0f;
+
+uniform int invert = 0;
+
+vec4 PostFX(sampler2D tex, vec2 uv)
+{
+ vec4 c = vec4(0.0);
+ float size = stitchingSize;
+ vec2 cPos = uv * vec2(renderWidth, renderHeight);
+ vec2 tlPos = floor(cPos / vec2(size, size));
+ tlPos *= size;
+
+ int remX = int(mod(cPos.x, size));
+ int remY = int(mod(cPos.y, size));
+
+ if (remX == 0 && remY == 0) tlPos = cPos;
+
+ vec2 blPos = tlPos;
+ blPos.y += (size - 1.0);
+
+ if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
+ {
+ if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
+ else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ }
+ else
+ {
+ if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ else c = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+
+ return c;
+}
+
+void main()
+{
+ vec3 tc = PostFX(texture0, fragTexCoord).rgb;
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/dream_vision.fs b/examples/shaders/resources/shaders/glsl100/dream_vision.fs
new file mode 100644
index 00000000..fa9c5b77
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/dream_vision.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 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 color = texture2D(texture0, fragTexCoord);
+
+ color += texture2D(texture0, fragTexCoord + 0.001);
+ color += texture2D(texture0, fragTexCoord + 0.003);
+ color += texture2D(texture0, fragTexCoord + 0.005);
+ color += texture2D(texture0, fragTexCoord + 0.007);
+ color += texture2D(texture0, fragTexCoord + 0.009);
+ color += texture2D(texture0, fragTexCoord + 0.011);
+
+ color += texture2D(texture0, fragTexCoord - 0.001);
+ color += texture2D(texture0, fragTexCoord - 0.003);
+ color += texture2D(texture0, fragTexCoord - 0.005);
+ color += texture2D(texture0, fragTexCoord - 0.007);
+ color += texture2D(texture0, fragTexCoord - 0.009);
+ color += texture2D(texture0, fragTexCoord - 0.011);
+
+ color.rgb = vec3((color.r + color.g + color.b)/3.0);
+ color = color/9.5;
+
+ gl_FragColor = color;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/fisheye.fs b/examples/shaders/resources/shaders/glsl100/fisheye.fs
new file mode 100644
index 00000000..461e1405
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/fisheye.fs
@@ -0,0 +1,43 @@
+#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 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+const float PI = 3.1415926535;
+
+void main()
+{
+ float aperture = 178.0f;
+ float apertureHalf = 0.5 * aperture * (PI / 180.0);
+ float maxFactor = sin(apertureHalf);
+
+ vec2 uv = vec2(0);
+ vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
+ float d = length(xy);
+
+ if (d < (2.0 - maxFactor))
+ {
+ d = length(xy * maxFactor);
+ float z = sqrt(1.0 - d * d);
+ float r = atan(d, z) / PI;
+ float phi = atan(xy.y, xy.x);
+
+ uv.x = r * cos(phi) + 0.5;
+ uv.y = r * sin(phi) + 0.5;
+ }
+ else
+ {
+ uv = fragTexCoord.xy;
+ }
+
+ gl_FragColor = texture2D(texture0, uv);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/pixel.fs b/examples/shaders/resources/shaders/glsl100/pixel.fs
new file mode 100644
index 00000000..41ba3ed6
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/pixel.fs
@@ -0,0 +1,32 @@
+#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 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
+
+uniform float pixelWidth = 5.0f;
+uniform float pixelHeight = 5.0f;
+
+void main()
+{
+ float dx = pixelWidth*(1.0/renderWidth);
+ float dy = pixelHeight*(1.0/renderHeight);
+
+ vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
+
+ vec3 tc = texture2D(texture0, coord).rgb;
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/posterization.fs b/examples/shaders/resources/shaders/glsl100/posterization.fs
new file mode 100644
index 00000000..a7942c82
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/posterization.fs
@@ -0,0 +1,29 @@
+#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 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+float gamma = 0.6;
+float numColors = 8.0;
+
+void main()
+{
+ vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
+
+ color = pow(color, vec3(gamma, gamma, gamma));
+ color = color*numColors;
+ color = floor(color);
+ color = color/numColors;
+ color = pow(color, vec3(1.0/gamma));
+
+ gl_FragColor = vec4(color, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/predator.fs b/examples/shaders/resources/shaders/glsl100/predator.fs
new file mode 100644
index 00000000..efa7fe79
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/predator.fs
@@ -0,0 +1,30 @@
+#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 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec3 color = texture2D(texture0, fragTexCoord).rgb;
+ vec3 colors[3];
+ colors[0] = vec3(0.0, 0.0, 1.0);
+ colors[1] = vec3(1.0, 1.0, 0.0);
+ colors[2] = vec3(1.0, 0.0, 0.0);
+
+ float lum = (color.r + color.g + color.b)/3.0;
+
+ int ix = (lum < 0.5)? 0:1;
+
+ vec3 tc = mix(colors[ix], colors[ix+1], (lum-float(ix)*0.5)/0.5);
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/scanlines.fs b/examples/shaders/resources/shaders/glsl100/scanlines.fs
new file mode 100644
index 00000000..529120d0
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/scanlines.fs
@@ -0,0 +1,44 @@
+#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 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+float offset = 0;
+float frequency = 720/3.0;
+
+uniform float time;
+
+void main()
+{
+/*
+ // Scanlines method 1
+ float tval = 0; //time
+ vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
+
+ vec4 color = texture2D(texture0, fragTexCoord);
+
+ color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
+ color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
+ color *= vec4(0.8, 1.0, 0.7, 1);
+ color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
+ color *= 0.97 + 0.03*sin(110.0*tval);
+
+ fragColor = color;
+*/
+ // Scanlines method 2
+ float globalPos = (fragTexCoord.y + offset) * frequency;
+ float wavePos = cos((fract(globalPos) - 0.5)*3.14);
+
+ vec4 color = texture2D(texture0, fragTexCoord);
+
+ gl_FragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/sobel.fs b/examples/shaders/resources/shaders/glsl100/sobel.fs
new file mode 100644
index 00000000..9617592e
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/sobel.fs
@@ -0,0 +1,41 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+uniform vec2 resolution = vec2(800, 450);
+
+void main()
+{
+ float x = 1.0/resolution.x;
+ float y = 1.0/resolution.y;
+
+ vec4 horizEdge = vec4(0.0);
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+
+ vec4 vertEdge = vec4(0.0);
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+
+ vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
+
+ gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/swirl.fs b/examples/shaders/resources/shaders/glsl100/swirl.fs
index ca7668b2..b969aab7 100644
--- a/examples/shaders/resources/shaders/glsl100/swirl.fs
+++ b/examples/shaders/resources/shaders/glsl100/swirl.fs
@@ -12,8 +12,9 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
-const float renderWidth = 800.0; // HARDCODED for example!
-const float renderHeight = 480.0; // Use uniforms instead...
+// NOTE: Render size values should be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float radius = 250.0;
float angle = 0.8;
diff --git a/examples/shaders/resources/shaders/glsl330/base.fs b/examples/shaders/resources/shaders/glsl330/base.fs
new file mode 100644
index 00000000..f1418df1
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/base.fs
@@ -0,0 +1,25 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// 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);
+
+ // NOTE: Implement here your fragment shader code
+
+ finalColor = texelColor*colDiffuse;
+}
+
diff --git a/examples/shaders/resources/shaders/glsl330/blur.fs b/examples/shaders/resources/shaders/glsl330/blur.fs
new file mode 100644
index 00000000..e4df406d
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/blur.fs
@@ -0,0 +1,35 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
+
+float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
+float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
+
+ for (int i = 1; i < 3; i++)
+ {
+ texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
+ }
+
+ finalColor = vec4(texelColor, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/cross_hatching.fs b/examples/shaders/resources/shaders/glsl330/cross_hatching.fs
new file mode 100644
index 00000000..f95ad075
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/cross_hatching.fs
@@ -0,0 +1,48 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+float hatchOffsetY = 5.0;
+float lumThreshold01 = 0.9;
+float lumThreshold02 = 0.7;
+float lumThreshold03 = 0.5;
+float lumThreshold04 = 0.3;
+
+void main()
+{
+ vec3 tc = vec3(1.0, 1.0, 1.0);
+ float lum = length(texture(texture0, fragTexCoord).rgb);
+
+ if (lum < lumThreshold01)
+ {
+ if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ if (lum < lumThreshold02)
+ {
+ if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ if (lum < lumThreshold03)
+ {
+ if (mod(gl_FragCoord.x + gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ if (lum < lumThreshold04)
+ {
+ if (mod(gl_FragCoord.x - gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ finalColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/cross_stitching.fs b/examples/shaders/resources/shaders/glsl330/cross_stitching.fs
new file mode 100644
index 00000000..9cdd36ca
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/cross_stitching.fs
@@ -0,0 +1,59 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800.0;
+const float renderHeight = 450.0;
+
+float stitchingSize = 6.0;
+
+uniform int invert = 0;
+
+vec4 PostFX(sampler2D tex, vec2 uv)
+{
+ vec4 c = vec4(0.0);
+ float size = stitchingSize;
+ vec2 cPos = uv * vec2(renderWidth, renderHeight);
+ vec2 tlPos = floor(cPos / vec2(size, size));
+ tlPos *= size;
+
+ int remX = int(mod(cPos.x, size));
+ int remY = int(mod(cPos.y, size));
+
+ if (remX == 0 && remY == 0) tlPos = cPos;
+
+ vec2 blPos = tlPos;
+ blPos.y += (size - 1.0);
+
+ if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
+ {
+ if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
+ else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ }
+ else
+ {
+ if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ else c = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+
+ return c;
+}
+
+void main()
+{
+ vec3 tc = PostFX(texture0, fragTexCoord).rgb;
+
+ finalColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/depth.fs b/examples/shaders/resources/shaders/glsl330/depth.fs
index 06d399f9..2422f390 100644
--- a/examples/shaders/resources/shaders/glsl330/depth.fs
+++ b/examples/shaders/resources/shaders/glsl330/depth.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0; // Depth texture
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/examples/shaders/resources/shaders/glsl330/dream_vision.fs b/examples/shaders/resources/shaders/glsl330/dream_vision.fs
new file mode 100644
index 00000000..03115862
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/dream_vision.fs
@@ -0,0 +1,34 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 color = texture(texture0, fragTexCoord);
+
+ color += texture(texture0, fragTexCoord + 0.001);
+ color += texture(texture0, fragTexCoord + 0.003);
+ color += texture(texture0, fragTexCoord + 0.005);
+ color += texture(texture0, fragTexCoord + 0.007);
+ color += texture(texture0, fragTexCoord + 0.009);
+ color += texture(texture0, fragTexCoord + 0.011);
+
+ color += texture(texture0, fragTexCoord - 0.001);
+ color += texture(texture0, fragTexCoord - 0.003);
+ color += texture(texture0, fragTexCoord - 0.005);
+ color += texture(texture0, fragTexCoord - 0.007);
+ color += texture(texture0, fragTexCoord - 0.009);
+ color += texture(texture0, fragTexCoord - 0.011);
+
+ color.rgb = vec3((color.r + color.g + color.b)/3.0);
+ color = color/9.5;
+
+ fragColor = color;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/fisheye.fs b/examples/shaders/resources/shaders/glsl330/fisheye.fs
new file mode 100644
index 00000000..e85d7c9d
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/fisheye.fs
@@ -0,0 +1,40 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+const float PI = 3.1415926535;
+
+void main()
+{
+ float aperture = 178.0;
+ float apertureHalf = 0.5 * aperture * (PI / 180.0);
+ float maxFactor = sin(apertureHalf);
+
+ vec2 uv = vec2(0);
+ vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
+ float d = length(xy);
+
+ if (d < (2.0 - maxFactor))
+ {
+ d = length(xy * maxFactor);
+ float z = sqrt(1.0 - d * d);
+ float r = atan(d, z) / PI;
+ float phi = atan(xy.y, xy.x);
+
+ uv.x = r * cos(phi) + 0.5;
+ uv.y = r * sin(phi) + 0.5;
+ }
+ else
+ {
+ uv = fragTexCoord.xy;
+ }
+
+ fragColor = texture(texture0, uv);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/overdraw.fs b/examples/shaders/resources/shaders/glsl330/overdraw.fs
new file mode 100644
index 00000000..435217c3
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/overdraw.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 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // To show overdraw, we just render all the fragments
+ // with a solid color and some transparency
+
+ // NOTE: This is not a postpro render,
+ // it will only render all screen texture in a plain color
+
+ finalColor = vec4(1.0, 0.0, 0.0, 0.2);
+}
+
diff --git a/examples/shaders/resources/shaders/glsl330/pixelizer.fs b/examples/shaders/resources/shaders/glsl330/pixelizer.fs
new file mode 100644
index 00000000..cf8aec44
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/pixelizer.fs
@@ -0,0 +1,33 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
+
+uniform float pixelWidth = 5.0;
+uniform float pixelHeight = 5.0;
+
+void main()
+{
+ float dx = pixelWidth*(1.0/renderWidth);
+ float dy = pixelHeight*(1.0/renderHeight);
+
+ vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
+
+ vec3 tc = texture(texture0, coord).rgb;
+
+ finalColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/posterization.fs b/examples/shaders/resources/shaders/glsl330/posterization.fs
new file mode 100644
index 00000000..be2b5dd6
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/posterization.fs
@@ -0,0 +1,31 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+float gamma = 0.6;
+float numColors = 8.0;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb;
+
+ texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
+ texelColor = texelColor*numColors;
+ texelColor = floor(texelColor);
+ texelColor = texelColor/numColors;
+ texelColor = pow(texelColor, vec3(1.0/gamma));
+
+ finalColor = vec4(texelColor, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/predator.fs b/examples/shaders/resources/shaders/glsl330/predator.fs
new file mode 100644
index 00000000..6a55c762
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/predator.fs
@@ -0,0 +1,32 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec3 texelColor = texture(texture0, fragTexCoord).rgb;
+ vec3 colors[3];
+ colors[0] = vec3(0.0, 0.0, 1.0);
+ colors[1] = vec3(1.0, 1.0, 0.0);
+ colors[2] = vec3(1.0, 0.0, 0.0);
+
+ float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0;
+
+ int ix = (lum < 0.5)? 0:1;
+
+ vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
+
+ finalColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/scanlines.fs b/examples/shaders/resources/shaders/glsl330/scanlines.fs
new file mode 100644
index 00000000..22dc9cd5
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/scanlines.fs
@@ -0,0 +1,49 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
+float offset = 0.0;
+
+uniform float time;
+
+void main()
+{
+ float frequency = renderHeight/3.0;
+/*
+ // Scanlines method 1
+ float tval = 0; //time
+ vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
+
+ vec4 color = texture(texture0, fragTexCoord);
+
+ color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
+ color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
+ color *= vec4(0.8, 1.0, 0.7, 1);
+ color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
+ color *= 0.97 + 0.03*sin(110.0*tval);
+
+ fragColor = color;
+*/
+ // Scanlines method 2
+ float globalPos = (fragTexCoord.y + offset) * frequency;
+ float wavePos = cos((fract(globalPos) - 0.5)*3.14);
+
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+
+ finalColor = mix(vec4(0.0, 0.3, 0.0, 0.0), texelColor, wavePos);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/sobel.fs b/examples/shaders/resources/shaders/glsl330/sobel.fs
new file mode 100644
index 00000000..a1430cdd
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/sobel.fs
@@ -0,0 +1,41 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+uniform vec2 resolution = vec2(800, 450);
+
+void main()
+{
+ float x = 1.0/resolution.x;
+ float y = 1.0/resolution.y;
+
+ vec4 horizEdge = vec4(0.0);
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+
+ vec4 vertEdge = vec4(0.0);
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+
+ vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
+
+ finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/swirl.fs b/examples/shaders/resources/shaders/glsl330/swirl.fs
index 5d238ac9..4741e597 100644
--- a/examples/shaders/resources/shaders/glsl330/swirl.fs
+++ b/examples/shaders/resources/shaders/glsl330/swirl.fs
@@ -13,8 +13,9 @@ 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...
+// NOTE: Render size values should be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float radius = 250.0;
float angle = 0.8;