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authorvictorfisac <victorfisac@gmail.com>2016-05-20 14:03:23 +0200
committervictorfisac <victorfisac@gmail.com>2016-05-20 14:03:23 +0200
commit4f1bee31654dec5f5cea2ac9d291d202df504745 (patch)
tree42a5028ebab3277a8d46bdcf3fea2990e1aa590d /shaders
parentea7afc8ec835040d84d79ae318f7aebb9f1e189c (diff)
parentdcf5f45f687f2a534286aecd5e6471a0440b0c21 (diff)
downloadraylib-4f1bee31654dec5f5cea2ac9d291d202df504745.tar.gz
raylib-4f1bee31654dec5f5cea2ac9d291d202df504745.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'shaders')
-rw-r--r--shaders/gl330/bloom.fs42
-rw-r--r--shaders/gl330/blur.fs29
-rw-r--r--shaders/gl330/grayscale.fs20
-rw-r--r--shaders/gl330/phong.fs76
-rw-r--r--shaders/gl330/posterization.fs26
-rw-r--r--shaders/gles100/grayscale.fs20
-rw-r--r--shaders/glsl100/base.vs (renamed from shaders/gles100/base.vs)14
-rw-r--r--shaders/glsl100/bloom.fs (renamed from shaders/gles100/bloom.fs)25
-rw-r--r--shaders/glsl100/blur.fs (renamed from shaders/gles100/blur.fs)5
-rw-r--r--shaders/glsl100/cross_hatching.fs (renamed from shaders/gles100/cross_hatching.fs)5
-rw-r--r--shaders/glsl100/cross_stitching.fs (renamed from shaders/gles100/cross_stitching.fs)5
-rw-r--r--shaders/glsl100/dream_vision.fs (renamed from shaders/gles100/dream_vision.fs)3
-rw-r--r--shaders/glsl100/fisheye.fs (renamed from shaders/gles100/fisheye.fs)5
-rw-r--r--shaders/glsl100/grayscale.fs25
-rw-r--r--shaders/glsl100/pixel.fs (renamed from shaders/gles100/pixel.fs)3
-rw-r--r--shaders/glsl100/posterization.fs (renamed from shaders/gles100/posterization.fs)3
-rw-r--r--shaders/glsl100/predator.fs (renamed from shaders/gles100/predator.fs)3
-rw-r--r--shaders/glsl100/scanlines.fs (renamed from shaders/gles100/scanlines.fs)5
-rw-r--r--shaders/glsl100/swirl.fs (renamed from shaders/gles100/swirl.fs)16
-rw-r--r--shaders/glsl100/template.fs (renamed from shaders/gles100/template.fs)4
-rw-r--r--shaders/glsl330/base.vs (renamed from shaders/gl330/base.vs)12
-rw-r--r--shaders/glsl330/bloom.fs38
-rw-r--r--shaders/glsl330/blur.fs34
-rw-r--r--shaders/glsl330/cross_hatching.fs (renamed from shaders/gl330/cross_hatching.fs)18
-rw-r--r--shaders/glsl330/cross_stitching.fs (renamed from shaders/gl330/cross_stitching.fs)12
-rw-r--r--shaders/glsl330/depth.fs27
-rw-r--r--shaders/glsl330/dream_vision.fs (renamed from shaders/gl330/dream_vision.fs)0
-rw-r--r--shaders/glsl330/fisheye.fs (renamed from shaders/gl330/fisheye.fs)0
-rw-r--r--shaders/glsl330/grayscale.fs26
-rw-r--r--shaders/glsl330/phong.fs85
-rw-r--r--shaders/glsl330/phong.vs (renamed from shaders/gl330/phong.vs)14
-rw-r--r--shaders/glsl330/pixel.fs (renamed from shaders/gl330/pixel.fs)12
-rw-r--r--shaders/glsl330/posterization.fs31
-rw-r--r--shaders/glsl330/predator.fs (renamed from shaders/gl330/predator.fs)15
-rw-r--r--shaders/glsl330/scanlines.fs (renamed from shaders/gl330/scanlines.fs)15
-rw-r--r--shaders/glsl330/swirl.fs (renamed from shaders/gl330/swirl.fs)17
-rw-r--r--shaders/glsl330/template.fs (renamed from shaders/gl330/template.fs)11
37 files changed, 417 insertions, 284 deletions
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/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/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/gles100/grayscale.fs b/shaders/gles100/grayscale.fs
deleted file mode 100644
index e55545e2..00000000
--- a/shaders/gles100/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/shaders/gles100/base.vs b/shaders/glsl100/base.vs
index 9f339382..e9386939 100644
--- a/shaders/gles100/base.vs
+++ b/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/shaders/gles100/bloom.fs b/shaders/glsl100/bloom.fs
index 33754c7e..280d2fb6 100644
--- a/shaders/gles100/bloom.fs
+++ b/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 = 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;
gl_FragColor = tc;
} \ No newline at end of file
diff --git a/shaders/gles100/blur.fs b/shaders/glsl100/blur.fs
index a1069c6f..80d40834 100644
--- a/shaders/gles100/blur.fs
+++ b/shaders/glsl100/blur.fs
@@ -2,7 +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;
@@ -16,6 +20,7 @@ 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++)
diff --git a/shaders/gles100/cross_hatching.fs b/shaders/glsl100/cross_hatching.fs
index cf01b65e..1f7dab08 100644
--- a/shaders/gles100/cross_hatching.fs
+++ b/shaders/glsl100/cross_hatching.fs
@@ -2,12 +2,15 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
-// NOTE: Add here your custom variables
+// NOTE: Add here your custom variables
float hatchOffsetY = 5.0f;
float lumThreshold01 = 0.9f;
diff --git a/shaders/gles100/cross_stitching.fs b/shaders/glsl100/cross_stitching.fs
index f1afef04..6fabc027 100644
--- a/shaders/gles100/cross_stitching.fs
+++ b/shaders/glsl100/cross_stitching.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;
@@ -46,7 +49,7 @@ vec4 PostFX(sampler2D tex, vec2 uv)
return c;
}
-void main(void)
+void main()
{
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
diff --git a/shaders/gles100/dream_vision.fs b/shaders/glsl100/dream_vision.fs
index bb828970..d0cdc687 100644
--- a/shaders/gles100/dream_vision.fs
+++ b/shaders/glsl100/dream_vision.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;
diff --git a/shaders/gles100/fisheye.fs b/shaders/glsl100/fisheye.fs
index e7a4485c..9dba297b 100644
--- a/shaders/gles100/fisheye.fs
+++ b/shaders/glsl100/fisheye.fs
@@ -2,12 +2,15 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
-// NOTE: Add here your custom variables
+// NOTE: Add here your custom variables
const float PI = 3.1415926535;
diff --git a/shaders/glsl100/grayscale.fs b/shaders/glsl100/grayscale.fs
new file mode 100644
index 00000000..f92ec335
--- /dev/null
+++ b/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 fragTintColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*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/shaders/gles100/pixel.fs b/shaders/glsl100/pixel.fs
index 552e8900..c532f219 100644
--- a/shaders/gles100/pixel.fs
+++ b/shaders/glsl100/pixel.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;
diff --git a/shaders/gles100/posterization.fs b/shaders/glsl100/posterization.fs
index 4f4c4b93..801ca89c 100644
--- a/shaders/gles100/posterization.fs
+++ b/shaders/glsl100/posterization.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;
diff --git a/shaders/gles100/predator.fs b/shaders/glsl100/predator.fs
index 2fbdc7af..1f0e2ce5 100644
--- a/shaders/gles100/predator.fs
+++ b/shaders/glsl100/predator.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;
diff --git a/shaders/gles100/scanlines.fs b/shaders/glsl100/scanlines.fs
index 85de158d..d885e10b 100644
--- a/shaders/gles100/scanlines.fs
+++ b/shaders/glsl100/scanlines.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;
@@ -14,7 +17,7 @@ float frequency = 720/3.0;
uniform float time;
-void main (void)
+void main()
{
/*
// Scanlines method 1
diff --git a/shaders/gles100/swirl.fs b/shaders/glsl100/swirl.fs
index b0d54b23..0d6d24f2 100644
--- a/shaders/gles100/swirl.fs
+++ b/shaders/glsl100/swirl.fs
@@ -2,28 +2,32 @@
precision mediump float;
+// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
+varying vec4 fragColor;
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+const float renderWidth = 800.0; // HARDCODED for example!
+const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
-uniform vec2 center = vec2(200, 200);
+uniform vec2 center = vec2(200.0, 200.0);
-void main (void)
+void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
- float dist = length(tc);
+ float dist = length(tc);
+
if (dist < radius)
{
float percent = (radius - dist)/radius;
@@ -33,7 +37,7 @@ void main (void)
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
}
-
+
tc += center;
vec3 color = texture2D(texture0, tc/texSize).rgb;
diff --git a/shaders/gles100/template.fs b/shaders/glsl100/template.fs
index 1f4b8ccf..a3942890 100644
--- a/shaders/gles100/template.fs
+++ b/shaders/glsl100/template.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;
@@ -11,6 +14,7 @@ uniform vec4 fragTintColor;
void main()
{
+ // Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
diff --git a/shaders/gl330/base.vs b/shaders/glsl330/base.vs
index b0f930b7..638cb8ae 100644
--- a/shaders/gl330/base.vs
+++ b/shaders/glsl330/base.vs
@@ -1,18 +1,26 @@
#version 330
+// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
+in vec4 vertexColor;
-out vec2 fragTexCoord;
-
+// 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/shaders/glsl330/bloom.fs b/shaders/glsl330/bloom.fs
new file mode 100644
index 00000000..0307bc06
--- /dev/null
+++ b/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/shaders/glsl330/blur.fs b/shaders/glsl330/blur.fs
new file mode 100644
index 00000000..7c31f727
--- /dev/null
+++ b/shaders/glsl330/blur.fs
@@ -0,0 +1,34 @@
+#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 = 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()
+{
+ // 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/shaders/gl330/cross_hatching.fs b/shaders/glsl330/cross_hatching.fs
index 6f5df964..c12c48cd 100644
--- a/shaders/gl330/cross_hatching.fs
+++ b/shaders/glsl330/cross_hatching.fs
@@ -1,13 +1,17 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
-// NOTE: Add here your custom variables
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;
@@ -27,18 +31,18 @@ void main()
if (lum < lumThreshold02)
{
- if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ 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 (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);
+ 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);
+ finalColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/gl330/cross_stitching.fs b/shaders/glsl330/cross_stitching.fs
index dcb26e79..7c87c6cd 100644
--- a/shaders/gl330/cross_stitching.fs
+++ b/shaders/glsl330/cross_stitching.fs
@@ -1,12 +1,16 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out 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 = 1280.0;
@@ -46,9 +50,9 @@ vec4 PostFX(sampler2D tex, vec2 uv)
return c;
}
-void main(void)
+void main()
{
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
- fragColor = vec4(tc, 1.0);
+ finalColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl330/depth.fs b/shaders/glsl330/depth.fs
new file mode 100644
index 00000000..06d399f9
--- /dev/null
+++ b/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/shaders/gl330/dream_vision.fs b/shaders/glsl330/dream_vision.fs
index 0ea4ce20..0ea4ce20 100644
--- a/shaders/gl330/dream_vision.fs
+++ b/shaders/glsl330/dream_vision.fs
diff --git a/shaders/gl330/fisheye.fs b/shaders/glsl330/fisheye.fs
index 5bd9abf4..5bd9abf4 100644
--- a/shaders/gl330/fisheye.fs
+++ b/shaders/glsl330/fisheye.fs
diff --git a/shaders/glsl330/grayscale.fs b/shaders/glsl330/grayscale.fs
new file mode 100644
index 00000000..d4a8824f
--- /dev/null
+++ b/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 fragTintColor;
+
+// 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)*fragTintColor*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/shaders/glsl330/phong.fs b/shaders/glsl330/phong.fs
new file mode 100644
index 00000000..c14b346a
--- /dev/null
+++ b/shaders/glsl330/phong.fs
@@ -0,0 +1,85 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec3 fragNormal;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+// Light uniform values
+uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
+uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
+uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
+uniform float lightIntensity = 1.0;
+uniform float lightSpecIntensity = 1.0;
+
+// Material uniform values
+uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
+uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
+uniform float matGlossiness = 50.0;
+
+// World uniform values
+uniform vec3 lightPosition;
+uniform vec3 cameraPosition;
+
+// Fragment shader output data
+out vec4 fragColor;
+
+// Calculate ambient lighting component
+vec3 AmbientLighting()
+{
+ return (matAmbientColor*lightAmbientColor);
+}
+
+// Calculate diffuse lighting component
+vec3 DiffuseLighting(in vec3 N, in vec3 L)
+{
+ // Lambertian reflection calculation
+ float diffuse = clamp(dot(N, L), 0, 1);
+
+ return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
+}
+
+// Calculate specular lighting component
+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 + matGlossiness);
+ }
+
+ return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
+}
+
+void main()
+{
+ // Normalize input vectors
+ vec3 L = normalize(lightPosition);
+ vec3 V = normalize(cameraPosition);
+ vec3 N = normalize(fragNormal);
+
+ // Calculate lighting components
+ vec3 ambient = AmbientLighting();
+ vec3 diffuse = DiffuseLighting(N, L);
+ vec3 specular = SpecularLighting(N, L, V);
+
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+
+ // Calculate final fragment color
+ finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
+} \ No newline at end of file
diff --git a/shaders/gl330/phong.vs b/shaders/glsl330/phong.vs
index ee6d34bf..d68d9b3f 100644
--- a/shaders/gl330/phong.vs
+++ b/shaders/glsl330/phong.vs
@@ -1,23 +1,25 @@
#version 330
-// Vertex input data
+// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
-// Projection and model data
+// Input uniform values
uniform mat4 mvpMatrix;
-uniform mat4 modelMatrix;
-// Attributes to fragment shader
+// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec3 fragNormal;
+// NOTE: Add here your custom variables
+uniform mat4 modelMatrix;
+
void main()
{
- // Send texture coord to fragment shader
+ // Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
-
+
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix*vertexNormal);
diff --git a/shaders/gl330/pixel.fs b/shaders/glsl330/pixel.fs
index aa5a22fe..9ed3ea7d 100644
--- a/shaders/gl330/pixel.fs
+++ b/shaders/glsl330/pixel.fs
@@ -1,13 +1,17 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
-// NOTE: Add here your custom variables
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
const float renderWidth = 1280.0;
const float renderHeight = 720.0;
@@ -24,5 +28,5 @@ void main()
vec3 tc = texture(texture0, coord).rgb;
- fragColor = vec4(tc, 1.0);
+ finalColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/glsl330/posterization.fs b/shaders/glsl330/posterization.fs
new file mode 100644
index 00000000..f1d72a19
--- /dev/null
+++ b/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 fragTintColor;
+
+// 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/shaders/gl330/predator.fs b/shaders/glsl330/predator.fs
index 85c93d0c..9269dfd4 100644
--- a/shaders/gl330/predator.fs
+++ b/shaders/glsl330/predator.fs
@@ -1,27 +1,32 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out 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()
{
- vec3 color = texture(texture0, fragTexCoord).rgb;
+ // 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 = (color.r + color.g + color.b)/3.0;
+ 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);
- fragColor = vec4(tc, 1.0);
+ finalColor = vec4(tc, 1.0);
} \ No newline at end of file
diff --git a/shaders/gl330/scanlines.fs b/shaders/glsl330/scanlines.fs
index 0c89e610..177f000d 100644
--- a/shaders/gl330/scanlines.fs
+++ b/shaders/glsl330/scanlines.fs
@@ -1,12 +1,16 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out vec4 fragColor;
-
+// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
+// Output fragment color
+out vec4 finalColor;
+
// NOTE: Add here your custom variables
float offset = 0.0;
@@ -14,7 +18,7 @@ float frequency = 720.0/3.0;
uniform float time;
-void main (void)
+void main()
{
/*
// Scanlines method 1
@@ -35,7 +39,8 @@ void main (void)
float globalPos = (fragTexCoord.y + offset) * frequency;
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
- vec4 color = texture(texture0, fragTexCoord);
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
- fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
+ finalColor = mix(vec4(0.0, 0.3, 0.0, 0.0), texelColor, wavePos);
} \ No newline at end of file
diff --git a/shaders/gl330/swirl.fs b/shaders/glsl330/swirl.fs
index 19d7468b..80c16cc9 100644
--- a/shaders/gl330/swirl.fs
+++ b/shaders/glsl330/swirl.fs
@@ -1,27 +1,32 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out 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 = 1280.0;
-const float renderHeight = 720.0;
+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 (void)
+void main()
{
vec2 texSize = vec2(renderWidth, renderHeight);
vec2 tc = fragTexCoord*texSize;
tc -= center;
+
float dist = length(tc);
if (dist < radius)
@@ -37,5 +42,5 @@ void main (void)
tc += center;
vec3 color = texture(texture0, tc/texSize).rgb;
- fragColor = vec4(color, 1.0);;
+ finalColor = vec4(color, 1.0);;
} \ No newline at end of file
diff --git a/shaders/gl330/template.fs b/shaders/glsl330/template.fs
index ad7210a4..55b8d4a4 100644
--- a/shaders/gl330/template.fs
+++ b/shaders/glsl330/template.fs
@@ -1,19 +1,24 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
-out 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()
{
+ // Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// NOTE: Implement here your fragment shader code
- fragColor = texelColor*fragTintColor;
+ finalColor = texelColor*fragTintColor;
}