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authorraysan5 <raysan5@gmail.com>2016-07-19 10:57:35 +0200
committerraysan5 <raysan5@gmail.com>2016-07-19 10:57:35 +0200
commit61558ab83faa52e738b264ea85fe34448651ba87 (patch)
tree9ca76df6cb7f976a9d426386ab4acb3a9e53fe1d /shaders
parent76c9e9883d8b66d2f48e5416102c818e90481a8f (diff)
downloadraylib-61558ab83faa52e738b264ea85fe34448651ba87.tar.gz
raylib-61558ab83faa52e738b264ea85fe34448651ba87.zip
Updated shaders pack
Some deep review of this shaders is required for optimization...
Diffstat (limited to 'shaders')
-rw-r--r--shaders/glsl100/bloom.fs2
-rw-r--r--shaders/glsl100/blur.fs7
-rw-r--r--shaders/glsl100/cross_hatching.fs2
-rw-r--r--shaders/glsl100/cross_stitching.fs7
-rw-r--r--shaders/glsl100/dream_vision.fs2
-rw-r--r--shaders/glsl100/fisheye.fs2
-rw-r--r--shaders/glsl100/pixel.fs7
-rw-r--r--shaders/glsl100/posterization.fs2
-rw-r--r--shaders/glsl100/predator.fs2
-rw-r--r--shaders/glsl100/scanlines.fs2
-rw-r--r--shaders/glsl100/standard.fs13
-rw-r--r--shaders/glsl100/swirl.fs7
-rw-r--r--shaders/glsl330/bloom.fs2
-rw-r--r--shaders/glsl330/blur.fs7
-rw-r--r--shaders/glsl330/cross_hatching.fs2
-rw-r--r--shaders/glsl330/cross_stitching.fs7
-rw-r--r--shaders/glsl330/depth.fs2
-rw-r--r--shaders/glsl330/dream_vision.fs2
-rw-r--r--shaders/glsl330/fisheye.fs2
-rw-r--r--shaders/glsl330/pixel.fs7
-rw-r--r--shaders/glsl330/posterization.fs2
-rw-r--r--shaders/glsl330/predator.fs2
-rw-r--r--shaders/glsl330/scanlines.fs7
-rw-r--r--shaders/glsl330/standard.fs13
-rw-r--r--shaders/glsl330/swirl.fs7
25 files changed, 59 insertions, 58 deletions
diff --git a/shaders/glsl100/bloom.fs b/shaders/glsl100/bloom.fs
index 128736f2..82278fc3 100644
--- a/shaders/glsl100/bloom.fs
+++ b/shaders/glsl100/bloom.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/blur.fs b/shaders/glsl100/blur.fs
index 80d40834..1935f080 100644
--- a/shaders/glsl100/blur.fs
+++ b/shaders/glsl100/blur.fs
@@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+// 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 );
diff --git a/shaders/glsl100/cross_hatching.fs b/shaders/glsl100/cross_hatching.fs
index 1f7dab08..ced0fd63 100644
--- a/shaders/glsl100/cross_hatching.fs
+++ b/shaders/glsl100/cross_hatching.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/cross_stitching.fs b/shaders/glsl100/cross_stitching.fs
index 6fabc027..67639a55 100644
--- a/shaders/glsl100/cross_stitching.fs
+++ b/shaders/glsl100/cross_stitching.fs
@@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float stitchingSize = 6.0f;
diff --git a/shaders/glsl100/dream_vision.fs b/shaders/glsl100/dream_vision.fs
index d0cdc687..fa9c5b77 100644
--- a/shaders/glsl100/dream_vision.fs
+++ b/shaders/glsl100/dream_vision.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/fisheye.fs b/shaders/glsl100/fisheye.fs
index 9dba297b..461e1405 100644
--- a/shaders/glsl100/fisheye.fs
+++ b/shaders/glsl100/fisheye.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/pixel.fs b/shaders/glsl100/pixel.fs
index c532f219..41ba3ed6 100644
--- a/shaders/glsl100/pixel.fs
+++ b/shaders/glsl100/pixel.fs
@@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
-const float renderWidth = 1280;
-const float renderHeight = 720;
+// 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;
diff --git a/shaders/glsl100/posterization.fs b/shaders/glsl100/posterization.fs
index 801ca89c..a7942c82 100644
--- a/shaders/glsl100/posterization.fs
+++ b/shaders/glsl100/posterization.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/predator.fs b/shaders/glsl100/predator.fs
index 1f0e2ce5..efa7fe79 100644
--- a/shaders/glsl100/predator.fs
+++ b/shaders/glsl100/predator.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/scanlines.fs b/shaders/glsl100/scanlines.fs
index d885e10b..529120d0 100644
--- a/shaders/glsl100/scanlines.fs
+++ b/shaders/glsl100/scanlines.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl100/standard.fs b/shaders/glsl100/standard.fs
index d5daa445..3e78022d 100644
--- a/shaders/glsl100/standard.fs
+++ b/shaders/glsl100/standard.fs
@@ -34,7 +34,6 @@ struct Light {
};
const int maxLights = 8;
-uniform int lightsCount;
uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
@@ -134,19 +133,15 @@ void main()
float spec = 1.0;
if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
- for (int i = 0; i < lightsCount; i++)
+ for (int i = 0; i < maxLights; i++)
{
// Check if light is enabled
if (lights[i].enabled == 1)
{
// Calculate lighting based on light type
- switch (lights[i].type)
- {
- case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
- case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
- case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
- default: break;
- }
+ if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
+ else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
+ else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
}
}
diff --git a/shaders/glsl100/swirl.fs b/shaders/glsl100/swirl.fs
index 0d6d24f2..6b17874c 100644
--- a/shaders/glsl100/swirl.fs
+++ b/shaders/glsl100/swirl.fs
@@ -8,12 +8,13 @@ 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 = 480.0; // Use uniforms instead...
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float radius = 250.0;
float angle = 0.8;
diff --git a/shaders/glsl330/bloom.fs b/shaders/glsl330/bloom.fs
index 0307bc06..102e6605 100644
--- a/shaders/glsl330/bloom.fs
+++ b/shaders/glsl330/bloom.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/shaders/glsl330/blur.fs b/shaders/glsl330/blur.fs
index 7c31f727..e4df406d 100644
--- a/shaders/glsl330/blur.fs
+++ b/shaders/glsl330/blur.fs
@@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+// 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);
diff --git a/shaders/glsl330/cross_hatching.fs b/shaders/glsl330/cross_hatching.fs
index c12c48cd..f95ad075 100644
--- a/shaders/glsl330/cross_hatching.fs
+++ b/shaders/glsl330/cross_hatching.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/shaders/glsl330/cross_stitching.fs b/shaders/glsl330/cross_stitching.fs
index 7c87c6cd..9cdd36ca 100644
--- a/shaders/glsl330/cross_stitching.fs
+++ b/shaders/glsl330/cross_stitching.fs
@@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800.0;
+const float renderHeight = 450.0;
float stitchingSize = 6.0;
diff --git a/shaders/glsl330/depth.fs b/shaders/glsl330/depth.fs
index 06d399f9..2422f390 100644
--- a/shaders/glsl330/depth.fs
+++ b/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/shaders/glsl330/dream_vision.fs b/shaders/glsl330/dream_vision.fs
index 0ea4ce20..03115862 100644
--- a/shaders/glsl330/dream_vision.fs
+++ b/shaders/glsl330/dream_vision.fs
@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl330/fisheye.fs b/shaders/glsl330/fisheye.fs
index 5bd9abf4..e85d7c9d 100644
--- a/shaders/glsl330/fisheye.fs
+++ b/shaders/glsl330/fisheye.fs
@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
diff --git a/shaders/glsl330/pixel.fs b/shaders/glsl330/pixel.fs
index 9ed3ea7d..cf8aec44 100644
--- a/shaders/glsl330/pixel.fs
+++ b/shaders/glsl330/pixel.fs
@@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+// 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;
diff --git a/shaders/glsl330/posterization.fs b/shaders/glsl330/posterization.fs
index f1d72a19..be2b5dd6 100644
--- a/shaders/glsl330/posterization.fs
+++ b/shaders/glsl330/posterization.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/shaders/glsl330/predator.fs b/shaders/glsl330/predator.fs
index 9269dfd4..6a55c762 100644
--- a/shaders/glsl330/predator.fs
+++ b/shaders/glsl330/predator.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
diff --git a/shaders/glsl330/scanlines.fs b/shaders/glsl330/scanlines.fs
index 177f000d..22dc9cd5 100644
--- a/shaders/glsl330/scanlines.fs
+++ b/shaders/glsl330/scanlines.fs
@@ -6,20 +6,23 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+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;
-float frequency = 720.0/3.0;
uniform float time;
void main()
{
+ float frequency = renderHeight/3.0;
/*
// Scanlines method 1
float tval = 0; //time
diff --git a/shaders/glsl330/standard.fs b/shaders/glsl330/standard.fs
index e5a6d1bc..f728be81 100644
--- a/shaders/glsl330/standard.fs
+++ b/shaders/glsl330/standard.fs
@@ -34,7 +34,6 @@ struct Light {
};
const int maxLights = 8;
-uniform int lightsCount;
uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
@@ -134,19 +133,15 @@ void main()
float spec = 1.0;
if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
- for (int i = 0; i < lightsCount; i++)
+ for (int i = 0; i < maxLights; i++)
{
// Check if light is enabled
if (lights[i].enabled == 1)
{
// Calculate lighting based on light type
- switch (lights[i].type)
- {
- case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
- case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
- case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
- default: break;
- }
+ if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
+ else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
+ else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
}
}
diff --git a/shaders/glsl330/swirl.fs b/shaders/glsl330/swirl.fs
index 80c16cc9..c4b66768 100644
--- a/shaders/glsl330/swirl.fs
+++ b/shaders/glsl330/swirl.fs
@@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// 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...
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
float radius = 250.0;
float angle = 0.8;