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| author | Ray <raysan5@gmail.com> | 2017-05-15 22:48:04 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2017-05-15 22:48:04 +0200 |
| commit | aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8 (patch) | |
| tree | 7a280f0f2a422a938aba1e93fcff83340e6504a0 /examples | |
| parent | 5f09c71f983be066207522818f7be504a1b4592e (diff) | |
| download | raylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.tar.gz raylib-aba25e9ba379cdf2e68b65f55dd08ab4e0d713d8.zip | |
Move shaders to examples
Diffstat (limited to 'examples')
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; |
