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authorraysan5 <raysan5@gmail.com>2016-04-07 11:48:09 +0200
committerraysan5 <raysan5@gmail.com>2016-04-07 11:48:09 +0200
commit78b502b0bf1ee796d86837c611150ed5f8d58fd2 (patch)
treef0efc476e32c3141e7a3395f32ac971caa478649 /shaders/gl330
parent3b67a4cfba7d3b5dca805b1d1718fd2c9db64e99 (diff)
downloadraylib-78b502b0bf1ee796d86837c611150ed5f8d58fd2.tar.gz
raylib-78b502b0bf1ee796d86837c611150ed5f8d58fd2.zip
Folders rename for consistency on shaders version
Diffstat (limited to 'shaders/gl330')
-rw-r--r--shaders/gl330/base.vs18
-rw-r--r--shaders/gl330/bloom.fs42
-rw-r--r--shaders/gl330/blur.fs29
-rw-r--r--shaders/gl330/cross_hatching.fs44
-rw-r--r--shaders/gl330/cross_stitching.fs54
-rw-r--r--shaders/gl330/dream_vision.fs34
-rw-r--r--shaders/gl330/fisheye.fs40
-rw-r--r--shaders/gl330/grayscale.fs20
-rw-r--r--shaders/gl330/phong.fs76
-rw-r--r--shaders/gl330/phong.vs27
-rw-r--r--shaders/gl330/pixel.fs28
-rw-r--r--shaders/gl330/posterization.fs26
-rw-r--r--shaders/gl330/predator.fs27
-rw-r--r--shaders/gl330/scanlines.fs41
-rw-r--r--shaders/gl330/swirl.fs41
-rw-r--r--shaders/gl330/template.fs19
16 files changed, 0 insertions, 566 deletions
diff --git a/shaders/gl330/base.vs b/shaders/gl330/base.vs
deleted file mode 100644
index b0f930b7..00000000
--- a/shaders/gl330/base.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-#version 330
-
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-
-out vec2 fragTexCoord;
-
-uniform mat4 mvpMatrix;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- fragTexCoord = vertexTexCoord;
-
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gl330/bloom.fs b/shaders/gl330/bloom.fs
deleted file mode 100644
index 34b6295c..00000000
--- a/shaders/gl330/bloom.fs
+++ /dev/null
@@ -1,42 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// 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;
- }
- }
-
- if (texture(texture0, fragTexCoord).r < 0.3)
- {
- tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
- }
- else
- {
- if (texture(texture0, fragTexCoord).r < 0.5)
- {
- tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
- }
- else
- {
- tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
- }
- }
-
- fragColor = tc;
-} \ No newline at end of file
diff --git a/shaders/gl330/blur.fs b/shaders/gl330/blur.fs
deleted file mode 100644
index 44ea42b1..00000000
--- a/shaders/gl330/blur.fs
+++ /dev/null
@@ -1,29 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
-
-float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
-float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
-
-void main()
-{
- vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
-
- for (int i = 1; i < 3; i++)
- {
- tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
- }
-
- fragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gl330/cross_hatching.fs b/shaders/gl330/cross_hatching.fs
deleted file mode 100644
index 6f5df964..00000000
--- a/shaders/gl330/cross_hatching.fs
+++ /dev/null
@@ -1,44 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// 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);
- }
-
- fragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gl330/cross_stitching.fs b/shaders/gl330/cross_stitching.fs
deleted file mode 100644
index dcb26e79..00000000
--- a/shaders/gl330/cross_stitching.fs
+++ /dev/null
@@ -1,54 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
-
-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(void)
-{
- vec3 tc = PostFX(texture0, fragTexCoord).rgb;
-
- fragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gl330/dream_vision.fs b/shaders/gl330/dream_vision.fs
deleted file mode 100644
index 0ea4ce20..00000000
--- a/shaders/gl330/dream_vision.fs
+++ /dev/null
@@ -1,34 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// 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/shaders/gl330/fisheye.fs b/shaders/gl330/fisheye.fs
deleted file mode 100644
index 5bd9abf4..00000000
--- a/shaders/gl330/fisheye.fs
+++ /dev/null
@@ -1,40 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// 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/shaders/gl330/grayscale.fs b/shaders/gl330/grayscale.fs
deleted file mode 100644
index b3a695bf..00000000
--- a/shaders/gl330/grayscale.fs
+++ /dev/null
@@ -1,20 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- vec4 base = texture(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, fragTintColor.a);
-} \ No newline at end of file
diff --git a/shaders/gl330/phong.fs b/shaders/gl330/phong.fs
deleted file mode 100644
index 75b7e6d7..00000000
--- a/shaders/gl330/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);
-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;
-
-// Material attributes
-uniform vec3 mat_ambientColor = vec3(1, 1, 1);
-uniform vec3 mat_specularColor = vec3(1, 1, 1);
-uniform float mat_glossiness = 50;
-
-// 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 tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
-}
-
-vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
-{
- float specular = 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/shaders/gl330/phong.vs b/shaders/gl330/phong.vs
deleted file mode 100644
index ee6d34bf..00000000
--- a/shaders/gl330/phong.vs
+++ /dev/null
@@ -1,27 +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;
-
-// 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/shaders/gl330/pixel.fs b/shaders/gl330/pixel.fs
deleted file mode 100644
index aa5a22fe..00000000
--- a/shaders/gl330/pixel.fs
+++ /dev/null
@@ -1,28 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
-
-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;
-
- fragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gl330/posterization.fs b/shaders/gl330/posterization.fs
deleted file mode 100644
index 5215bd8b..00000000
--- a/shaders/gl330/posterization.fs
+++ /dev/null
@@ -1,26 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-float gamma = 0.6;
-float numColors = 8.0;
-
-void main()
-{
- vec3 color = texture(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));
-
- fragColor = vec4(color, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gl330/predator.fs b/shaders/gl330/predator.fs
deleted file mode 100644
index 85c93d0c..00000000
--- a/shaders/gl330/predator.fs
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- vec3 color = 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 = (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);
-
- fragColor = vec4(tc, 1.0);
-} \ No newline at end of file
diff --git a/shaders/gl330/scanlines.fs b/shaders/gl330/scanlines.fs
deleted file mode 100644
index 0c89e610..00000000
--- a/shaders/gl330/scanlines.fs
+++ /dev/null
@@ -1,41 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-float offset = 0.0;
-float frequency = 720.0/3.0;
-
-uniform float time;
-
-void main (void)
-{
-/*
- // 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);
-
- vec4 color = texture(texture0, fragTexCoord);
-
- fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
-} \ No newline at end of file
diff --git a/shaders/gl330/swirl.fs b/shaders/gl330/swirl.fs
deleted file mode 100644
index 19d7468b..00000000
--- a/shaders/gl330/swirl.fs
+++ /dev/null
@@ -1,41 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
-
-float radius = 250.0;
-float angle = 0.8;
-
-uniform vec2 center = vec2(200.0, 200.0);
-
-void main (void)
-{
- 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;
- vec3 color = texture(texture0, tc/texSize).rgb;
-
- fragColor = vec4(color, 1.0);;
-} \ No newline at end of file
diff --git a/shaders/gl330/template.fs b/shaders/gl330/template.fs
deleted file mode 100644
index ad7210a4..00000000
--- a/shaders/gl330/template.fs
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-
-out vec4 fragColor;
-
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- vec4 texelColor = texture(texture0, fragTexCoord);
-
- // NOTE: Implement here your fragment shader code
-
- fragColor = texelColor*fragTintColor;
-}