diff options
| author | raysan5 <raysan5@gmail.com> | 2016-07-18 01:36:42 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-07-18 01:36:42 +0200 |
| commit | 36814fda91b421ef13df7fa92824826fe66843b0 (patch) | |
| tree | c01a1928ea5a025438811dc2f3ed2d77fdfe0154 /examples_web/resources | |
| parent | db9dbb47616082cace2558d11734a041025074a0 (diff) | |
| download | raylib-36814fda91b421ef13df7fa92824826fe66843b0.tar.gz raylib-36814fda91b421ef13df7fa92824826fe66843b0.zip | |
Updated web examples to raylib 1.5
Diffstat (limited to 'examples_web/resources')
22 files changed, 427 insertions, 188 deletions
diff --git a/examples_web/resources/audio/2t2m_spa.xm b/examples_web/resources/audio/2t2m_spa.xm Binary files differnew file mode 100644 index 00000000..fa416ef2 --- /dev/null +++ b/examples_web/resources/audio/2t2m_spa.xm diff --git a/examples_web/resources/fonts/bmfont.fnt b/examples_web/resources/fonts/bmfont.fnt new file mode 100644 index 00000000..372c2c88 --- /dev/null +++ b/examples_web/resources/fonts/bmfont.fnt @@ -0,0 +1,99 @@ +info face="Arial Black" size=-32 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=0 +common lineHeight=45 base=35 scaleW=512 scaleH=256 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4 +page id=0 file="bmfont.png" +chars count=95 +char id=32 x=423 y=141 width=3 height=45 xoffset=-1 yoffset=0 xadvance=11 page=0 chnl=15 +char id=33 x=323 y=141 width=9 height=45 xoffset=1 yoffset=0 xadvance=11 page=0 chnl=15 +char id=34 x=123 y=141 width=16 height=45 xoffset=0 yoffset=0 xadvance=16 page=0 chnl=15 +char id=35 x=221 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15 +char id=36 x=244 y=47 width=21 height=45 xoffset=0 yoffset=0 xadvance=21 page=0 chnl=15 +char id=37 x=70 y=0 width=30 height=45 xoffset=1 yoffset=0 xadvance=32 page=0 chnl=15 +char id=38 x=390 y=0 width=25 height=45 xoffset=2 yoffset=0 xadvance=28 page=0 chnl=15 +char id=39 x=378 y=141 width=8 height=45 xoffset=1 yoffset=0 xadvance=9 page=0 chnl=15 +char id=40 x=222 y=141 width=11 height=45 xoffset=1 yoffset=0 xadvance=12 page=0 chnl=15 +char id=41 x=499 y=94 width=11 height=45 xoffset=1 yoffset=0 xadvance=12 page=0 chnl=15 +char id=42 x=497 y=47 width=13 height=45 xoffset=2 yoffset=0 xadvance=18 page=0 chnl=15 +char id=43 x=394 y=94 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15 +char id=44 x=367 y=141 width=9 height=45 xoffset=1 yoffset=0 xadvance=11 page=0 chnl=15 +char id=45 x=261 y=141 width=11 height=45 xoffset=0 yoffset=0 xadvance=11 page=0 chnl=15 +char id=46 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xoffset=2 yoffset=0 xadvance=9 page=0 chnl=15 +char id=125 x=207 y=141 width=13 height=45 xoffset=0 yoffset=0 xadvance=12 page=0 chnl=15 +char id=126 x=42 y=141 width=19 height=45 xoffset=1 yoffset=0 xadvance=21 page=0 chnl=15 diff --git a/examples_web/resources/fonts/bmfont.png b/examples_web/resources/fonts/bmfont.png Binary files differnew file mode 100644 index 00000000..9d621594 --- /dev/null +++ b/examples_web/resources/fonts/bmfont.png diff --git a/examples_web/resources/fonts/pixantiqua.ttf b/examples_web/resources/fonts/pixantiqua.ttf Binary files differnew file mode 100644 index 00000000..e012875d --- /dev/null +++ b/examples_web/resources/fonts/pixantiqua.ttf diff --git a/examples_web/resources/model/dwarf_normal.png b/examples_web/resources/model/dwarf_normal.png Binary files differnew file mode 100644 index 00000000..ae2babfd --- /dev/null +++ b/examples_web/resources/model/dwarf_normal.png diff --git a/examples_web/resources/model/dwarf_specular.png b/examples_web/resources/model/dwarf_specular.png Binary files differnew file mode 100644 index 00000000..5f51039f --- /dev/null +++ b/examples_web/resources/model/dwarf_specular.png diff --git a/examples_web/resources/shaders/base.vs b/examples_web/resources/shaders/glsl100/base.vs index 9f339382..e9386939 100644 --- a/examples_web/resources/shaders/base.vs +++ b/examples_web/resources/shaders/glsl100/base.vs @@ -1,20 +1,26 @@ #version 100 +// Input vertex attributes attribute vec3 vertexPosition; attribute vec2 vertexTexCoord; attribute vec3 vertexNormal; +attribute vec4 vertexColor; -varying vec2 fragTexCoord; - +// Input uniform values uniform mat4 mvpMatrix; +// Output vertex attributes (to fragment shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + // NOTE: Add here your custom variables void main() { - vec3 normal = vertexNormal; - + // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + // Calculate final vertex position gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); }
\ No newline at end of file diff --git a/examples_web/resources/shaders/bloom.fs b/examples_web/resources/shaders/glsl100/bloom.fs index 33754c7e..128736f2 100644 --- a/examples_web/resources/shaders/bloom.fs +++ b/examples_web/resources/shaders/glsl100/bloom.fs @@ -2,8 +2,11 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; @@ -22,21 +25,13 @@ void main() } } - if (texture2D(texture0, fragTexCoord).r < 0.3) - { - tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord); - } - else - { - if (texture2D(texture0, fragTexCoord).r < 0.5) - { - tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord); - } - else - { - tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord); - } - } + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord); + + // Calculate final fragment color + if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; + else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; + else tc = sum*sum*0.0075 + texelColor; gl_FragColor = tc; }
\ No newline at end of file diff --git a/examples_web/resources/shaders/glsl100/distortion.fs b/examples_web/resources/shaders/glsl100/distortion.fs new file mode 100644 index 00000000..50116ce0 --- /dev/null +++ b/examples_web/resources/shaders/glsl100/distortion.fs @@ -0,0 +1,54 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; + +// Input uniform values +uniform sampler2D texture0; + +// NOTE: Default parameters for Oculus Rift DK2 device +const vec2 LeftLensCenter = vec2(0.2863248, 0.5); +const vec2 RightLensCenter = vec2(0.7136753, 0.5); +const vec2 LeftScreenCenter = vec2(0.25, 0.5); +const vec2 RightScreenCenter = vec2(0.75, 0.5); +const vec2 Scale = vec2(0.25, 0.45); +const vec2 ScaleIn = vec2(4.0, 2.5); +const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); +const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +void main() +{ + // The following two variables need to be set per eye + vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; + vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; + + // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) + vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1] + float rSq = theta.x*theta.x + theta.y*theta.y; + vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq); + //vec2 tc = LensCenter + Scale*theta1; + + // Detect whether blue texture coordinates are out of range since these will scaled out the furthest + vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq); + vec2 tcBlue = LensCenter + Scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + else + { + // Do blue texture lookup + float blue = texture2D(texture0, tcBlue).b; + + // Do green lookup (no scaling) + vec2 tcGreen = LensCenter + Scale*theta1; + float green = texture2D(texture0, tcGreen).g; + + // Do red scale and lookup + vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); + vec2 tcRed = LensCenter + Scale*thetaRed; + float red = texture2D(texture0, tcRed).r; + + gl_FragColor = vec4(red, green, blue, 1.0); + } +} diff --git a/examples_web/resources/shaders/glsl100/grayscale.fs b/examples_web/resources/shaders/glsl100/grayscale.fs new file mode 100644 index 00000000..15174ea5 --- /dev/null +++ b/examples_web/resources/shaders/glsl100/grayscale.fs @@ -0,0 +1,25 @@ +#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() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor; + + // Convert texel color to grayscale using NTSC conversion weights + float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); + + // Calculate final fragment color + gl_FragColor = vec4(gray, gray, gray, texelColor.a); +}
\ No newline at end of file diff --git a/examples_web/resources/shaders/swirl.fs b/examples_web/resources/shaders/glsl100/swirl.fs index b30c4fd6..95de61fa 100644 --- a/examples_web/resources/shaders/swirl.fs +++ b/examples_web/resources/shaders/glsl100/swirl.fs @@ -2,26 +2,30 @@ precision mediump float; +// Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; +varying vec4 fragColor; +// Input uniform values uniform sampler2D texture0; -uniform vec4 fragTintColor; +uniform vec4 colDiffuse; // NOTE: Add here your custom variables const float renderWidth = 800.0; // HARDCODED for example! -const float renderHeight = 450.0; // Use uniforms instead... +const float renderHeight = 480.0; // Use uniforms instead... float radius = 250.0; float angle = 0.8; -uniform vec2 center; +uniform vec2 center;// = vec2(200.0, 200.0); -void main (void) +void main() { vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; tc -= center; + float dist = length(tc); if (dist < radius) @@ -35,7 +39,7 @@ void main (void) } tc += center; - vec3 color = texture2D(texture0, tc/texSize).rgb; + vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; - gl_FragColor = vec4(color, 1.0);; + gl_FragColor = vec4(color.rgb, 1.0);; }
\ No newline at end of file diff --git a/examples_web/resources/shaders/glsl330/base.vs b/examples_web/resources/shaders/glsl330/base.vs new file mode 100644 index 00000000..638cb8ae --- /dev/null +++ b/examples_web/resources/shaders/glsl330/base.vs @@ -0,0 +1,26 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +in vec4 vertexColor; + +// Input uniform values +uniform mat4 mvpMatrix; + +// Output vertex attributes (to fragment shader) +out vec2 fragTexCoord; +out vec4 fragColor; + +// NOTE: Add here your custom variables + +void main() +{ + // Send vertex attributes to fragment shader + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + // Calculate final vertex position + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); +}
\ No newline at end of file diff --git a/examples_web/resources/shaders/glsl330/bloom.fs b/examples_web/resources/shaders/glsl330/bloom.fs new file mode 100644 index 00000000..0307bc06 --- /dev/null +++ b/examples_web/resources/shaders/glsl330/bloom.fs @@ -0,0 +1,38 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables + +void main() +{ + vec4 sum = vec4(0); + vec4 tc = vec4(0); + + for (int i = -4; i < 4; i++) + { + for (int j = -3; j < 3; j++) + { + sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25; + } + } + + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); + + // Calculate final fragment color + if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor; + else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor; + else tc = sum*sum*0.0075 + texelColor; + + finalColor = tc; +}
\ No newline at end of file diff --git a/examples_web/resources/shaders/glsl330/depth.fs b/examples_web/resources/shaders/glsl330/depth.fs new file mode 100644 index 00000000..06d399f9 --- /dev/null +++ b/examples_web/resources/shaders/glsl330/depth.fs @@ -0,0 +1,27 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; // Depth texture +uniform vec4 fragTintColor; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables + +void main() +{ + float zNear = 0.01; // camera z near + float zFar = 10.0; // camera z far + float z = texture(texture0, fragTexCoord).x; + + // Linearize depth value + float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); + + // Calculate final fragment color + finalColor = vec4(depth, depth, depth, 1.0f); +}
\ No newline at end of file diff --git a/examples_web/resources/shaders/glsl330/distortion.fs b/examples_web/resources/shaders/glsl330/distortion.fs new file mode 100644 index 00000000..cb4be8fc --- /dev/null +++ b/examples_web/resources/shaders/glsl330/distortion.fs @@ -0,0 +1,56 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; + +// Input uniform values +uniform sampler2D texture0; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Default parameters for Oculus Rift DK2 device +const vec2 LeftLensCenter = vec2(0.2863248, 0.5); +const vec2 RightLensCenter = vec2(0.7136753, 0.5); +const vec2 LeftScreenCenter = vec2(0.25, 0.5); +const vec2 RightScreenCenter = vec2(0.75, 0.5); +const vec2 Scale = vec2(0.25, 0.45); +const vec2 ScaleIn = vec2(4.0, 2.5); +const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); +const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +void main() +{ + // The following two variables need to be set per eye + vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; + vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; + + // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) + vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1] + float rSq = theta.x*theta.x + theta.y*theta.y; + vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq); + //vec2 tc = LensCenter + Scale*theta1; + + // Detect whether blue texture coordinates are out of range since these will scaled out the furthest + vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq); + vec2 tcBlue = LensCenter + Scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0); + else + { + // Do blue texture lookup + float blue = texture(texture0, tcBlue).b; + + // Do green lookup (no scaling) + vec2 tcGreen = LensCenter + Scale*theta1; + float green = texture(texture0, tcGreen).g; + + // Do red scale and lookup + vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); + vec2 tcRed = LensCenter + Scale*thetaRed; + float red = texture(texture0, tcRed).r; + + finalColor = vec4(red, green, blue, 1.0); + } +} + diff --git a/examples_web/resources/shaders/glsl330/grayscale.fs b/examples_web/resources/shaders/glsl330/grayscale.fs new file mode 100644 index 00000000..5b3e11be --- /dev/null +++ b/examples_web/resources/shaders/glsl330/grayscale.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() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor; + + // Convert texel color to grayscale using NTSC conversion weights + float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); + + // Calculate final fragment color + finalColor = vec4(gray, gray, gray, texelColor.a); +}
\ No newline at end of file diff --git a/examples_web/resources/shaders/glsl330/swirl.fs b/examples_web/resources/shaders/glsl330/swirl.fs new file mode 100644 index 00000000..788ffeec --- /dev/null +++ b/examples_web/resources/shaders/glsl330/swirl.fs @@ -0,0 +1,46 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// Output fragment color +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... + +float radius = 250.0; +float angle = 0.8; + +uniform vec2 center = vec2(200.0, 200.0); + +void main() +{ + vec2 texSize = vec2(renderWidth, renderHeight); + vec2 tc = fragTexCoord*texSize; + tc -= center; + + float dist = length(tc); + + if (dist < radius) + { + float percent = (radius - dist)/radius; + float theta = percent*percent*angle*8.0; + float s = sin(theta); + float c = cos(theta); + + tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); + } + + tc += center; + vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; + + finalColor = vec4(color.rgb, 1.0);; +}
\ No newline at end of file diff --git a/examples_web/resources/shaders/grayscale.fs b/examples_web/resources/shaders/grayscale.fs deleted file mode 100644 index e55545e2..00000000 --- a/examples_web/resources/shaders/grayscale.fs +++ /dev/null @@ -1,20 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -void main() -{ - 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)); - - gl_FragColor = vec4(gray, gray, gray, fragTintColor.a); -}
\ No newline at end of file diff --git a/examples_web/resources/shaders/phong.fs b/examples_web/resources/shaders/phong.fs deleted file mode 100644 index f79413d9..00000000 --- a/examples_web/resources/shaders/phong.fs +++ /dev/null @@ -1,76 +0,0 @@ -#version 330 - -// Vertex shader input data -in vec2 fragTexCoord; -in vec3 fragNormal; - -// Diffuse data -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// Light attributes -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(1.0, 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; -uniform vec3 cameraPos; - -// Fragment shader output data -out vec4 fragColor; - -vec3 AmbientLighting() -{ - return (mat_ambientColor*light_ambientColor); -} - -vec3 DiffuseLighting(in vec3 N, in vec3 L) -{ - // Lambertian reflection calculation - float diffuse = clamp(dot(N, L), 0, 1); - - return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse); -} - -vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) -{ - float specular = 0.0; - - // Calculate specular reflection only if the surface is oriented to the light source - if (dot(N, L) > 0) - { - // Calculate half vector - vec3 H = normalize(L + V); - - // Calculate specular intensity - specular = pow(dot(N, H), 3 + mat_glossiness); - } - - return (mat_specularColor*light_specularColor*light_specIntensity*specular); -} - -void main() -{ - // Normalize input vectors - vec3 L = normalize(lightPos); - vec3 V = normalize(cameraPos); - vec3 N = normalize(fragNormal); - - vec3 ambient = AmbientLighting(); - vec3 diffuse = DiffuseLighting(N, L); - vec3 specular = SpecularLighting(N, L, V); - - // Get base color from texture - vec4 textureColor = texture(texture0, fragTexCoord); - vec3 finalColor = textureColor.rgb; - - fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a); -}
\ No newline at end of file diff --git a/examples_web/resources/shaders/phong.vs b/examples_web/resources/shaders/phong.vs deleted file mode 100644 index 52cc2227..00000000 --- a/examples_web/resources/shaders/phong.vs +++ /dev/null @@ -1,29 +0,0 @@ -#version 330 - -// Vertex input data -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; - -// Projection and model data -uniform mat4 mvpMatrix; - -uniform mat4 modelMatrix; -//uniform mat4 viewMatrix; // Not used - -// Attributes to fragment shader -out vec2 fragTexCoord; -out vec3 fragNormal; - -void main() -{ - // Send texture coord to fragment shader - fragTexCoord = vertexTexCoord; - - // Calculate view vector normal from model - mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); - fragNormal = normalize(normalMatrix*vertexNormal); - - // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/examples_web/resources/shaders/shapes_base.vs b/examples_web/resources/shaders/shapes_base.vs deleted file mode 100644 index 7a91fbf4..00000000 --- a/examples_web/resources/shaders/shapes_base.vs +++ /dev/null @@ -1,18 +0,0 @@ -#version 100 - -attribute vec3 vertexPosition; -attribute vec2 vertexTexCoord; -attribute vec4 vertexColor; - -uniform mat4 mvpMatrix; - -varying vec2 fragTexCoord; -varying vec4 fragTintColor; - -void main() -{ - fragTexCoord = vertexTexCoord; - fragTintColor = vertexColor; - - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/examples_web/resources/shaders/shapes_grayscale.fs b/examples_web/resources/shaders/shapes_grayscale.fs deleted file mode 100644 index 71c87e10..00000000 --- a/examples_web/resources/shaders/shapes_grayscale.fs +++ /dev/null @@ -1,20 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; -varying vec4 fragTintColor; - -uniform sampler2D texture0; - -// NOTE: Add here your custom variables - -void main() -{ - 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)); - - gl_FragColor = vec4(gray, gray, gray, base.a); -}
\ No newline at end of file |
