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authorraysan5 <raysan5@gmail.com>2015-09-02 02:44:16 +0200
committerraysan5 <raysan5@gmail.com>2015-09-02 02:44:16 +0200
commitb1a90a7f915e7779aad975a70b503788b0a1b228 (patch)
tree74cdef91c597f787ad9691436a55a7e5a6788d1d /shaders
parentda5221910fb1c6e847675a6f5d39130e50b2c12a (diff)
downloadraylib-b1a90a7f915e7779aad975a70b503788b0a1b228.tar.gz
raylib-b1a90a7f915e7779aad975a70b503788b0a1b228.zip
Added some useful postprocessing shaders
Shaders come in two flavours: - shaders/gl330: OpenGL 3.3+ (Windows, Linux, OSX) - shaders/gles100: OpenGL ES 2.0 (Android, RPI, HTML5)
Diffstat (limited to 'shaders')
-rw-r--r--shaders/gl330/base.vs19
-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/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
-rw-r--r--shaders/gles100/base.vs21
-rw-r--r--shaders/gles100/bloom.fs42
-rw-r--r--shaders/gles100/blur.fs28
-rw-r--r--shaders/gles100/cross_hatching.fs44
-rw-r--r--shaders/gles100/cross_stitching.fs54
-rw-r--r--shaders/gles100/dream_vision.fs34
-rw-r--r--shaders/gles100/fisheye.fs40
-rw-r--r--shaders/gles100/grayscale.fs20
-rw-r--r--shaders/gles100/pixel.fs28
-rw-r--r--shaders/gles100/posterization.fs26
-rw-r--r--shaders/gles100/predator.fs27
-rw-r--r--shaders/gles100/scanlines.fs41
-rw-r--r--shaders/gles100/swirl.fs41
-rw-r--r--shaders/gles100/template.fs19
28 files changed, 929 insertions, 0 deletions
diff --git a/shaders/gl330/base.vs b/shaders/gl330/base.vs
new file mode 100644
index 00000000..59eae0a0
--- /dev/null
+++ b/shaders/gl330/base.vs
@@ -0,0 +1,19 @@
+#version 330
+
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+
+out vec2 fragTexCoord;
+
+uniform mat4 projectionMatrix;
+uniform mat4 modelviewMatrix;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ fragTexCoord = vertexTexCoord;
+
+ gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/shaders/gl330/bloom.fs b/shaders/gl330/bloom.fs
new file mode 100644
index 00000000..f9cebe18
--- /dev/null
+++ b/shaders/gl330/bloom.fs
@@ -0,0 +1,42 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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 += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
+ }
+ }
+
+ 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);
+ }
+ }
+
+ fragColor = tc;
+} \ No newline at end of file
diff --git a/shaders/gl330/blur.fs b/shaders/gl330/blur.fs
new file mode 100644
index 00000000..b4e5bd2b
--- /dev/null
+++ b/shaders/gl330/blur.fs
@@ -0,0 +1,29 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 1280;
+const float renderHeight = 720;
+
+float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
+float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
+
+void main()
+{
+ 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];
+ }
+
+ 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
new file mode 100644
index 00000000..e2362212
--- /dev/null
+++ b/shaders/gl330/cross_hatching.fs
@@ -0,0 +1,44 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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);
+ }
+
+ 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
new file mode 100644
index 00000000..041bf1dc
--- /dev/null
+++ b/shaders/gl330/cross_stitching.fs
@@ -0,0 +1,54 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 1280;
+const float renderHeight = 720;
+
+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(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
new file mode 100644
index 00000000..de9c04eb
--- /dev/null
+++ b/shaders/gl330/dream_vision.fs
@@ -0,0 +1,34 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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;
+
+ fragColor = color;
+} \ No newline at end of file
diff --git a/shaders/gl330/fisheye.fs b/shaders/gl330/fisheye.fs
new file mode 100644
index 00000000..d0e42cca
--- /dev/null
+++ b/shaders/gl330/fisheye.fs
@@ -0,0 +1,40 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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;
+ }
+
+ fragColor = texture2D(texture0, uv);
+} \ No newline at end of file
diff --git a/shaders/gl330/grayscale.fs b/shaders/gl330/grayscale.fs
new file mode 100644
index 00000000..38337e00
--- /dev/null
+++ b/shaders/gl330/grayscale.fs
@@ -0,0 +1,20 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
+
+ // Convert to grayscale using NTSC conversion weights
+ float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
+
+ fragColor = vec4(gray, gray, gray, tintColor.a);
+} \ No newline at end of file
diff --git a/shaders/gl330/pixel.fs b/shaders/gl330/pixel.fs
new file mode 100644
index 00000000..ec9e13d7
--- /dev/null
+++ b/shaders/gl330/pixel.fs
@@ -0,0 +1,28 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 1280;
+const float renderHeight = 720;
+
+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;
+
+ fragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/shaders/gl330/posterization.fs b/shaders/gl330/posterization.fs
new file mode 100644
index 00000000..652cf609
--- /dev/null
+++ b/shaders/gl330/posterization.fs
@@ -0,0 +1,26 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+float gamma = 0.6f;
+float numColors = 8.0f;
+
+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));
+
+ fragColor = vec4(color, 1.0);
+} \ No newline at end of file
diff --git a/shaders/gl330/predator.fs b/shaders/gl330/predator.fs
new file mode 100644
index 00000000..77882917
--- /dev/null
+++ b/shaders/gl330/predator.fs
@@ -0,0 +1,27 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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);
+
+ fragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/shaders/gl330/scanlines.fs b/shaders/gl330/scanlines.fs
new file mode 100644
index 00000000..7f33f882
--- /dev/null
+++ b/shaders/gl330/scanlines.fs
@@ -0,0 +1,41 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+float offset = 0;
+float frequency = 720/3.0;
+
+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 = 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);
+
+ fragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
+} \ No newline at end of file
diff --git a/shaders/gl330/swirl.fs b/shaders/gl330/swirl.fs
new file mode 100644
index 00000000..18a47cec
--- /dev/null
+++ b/shaders/gl330/swirl.fs
@@ -0,0 +1,41 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 1280;
+const float renderHeight = 720;
+
+float radius = 250.0;
+float angle = 0.8;
+
+uniform vec2 center = vec2(200, 200);
+
+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 = texture2D(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
new file mode 100644
index 00000000..92221959
--- /dev/null
+++ b/shaders/gl330/template.fs
@@ -0,0 +1,19 @@
+#version 330
+
+in vec2 fragTexCoord;
+
+out vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+
+ // NOTE: Implement here your fragment shader code
+
+ fragColor = texelColor*tintColor;
+}
diff --git a/shaders/gles100/base.vs b/shaders/gles100/base.vs
new file mode 100644
index 00000000..eff89c56
--- /dev/null
+++ b/shaders/gles100/base.vs
@@ -0,0 +1,21 @@
+#version 100
+
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+
+varying vec2 fragTexCoord;
+
+uniform mat4 projectionMatrix;
+uniform mat4 modelviewMatrix;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec3 normal = vertexNormal;
+
+ fragTexCoord = vertexTexCoord;
+
+ gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/shaders/gles100/bloom.fs b/shaders/gles100/bloom.fs
new file mode 100644
index 00000000..eba44d41
--- /dev/null
+++ b/shaders/gles100/bloom.fs
@@ -0,0 +1,42 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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 += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
+ }
+ }
+
+ 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);
+ }
+ }
+
+ gl_FragColor = tc;
+} \ No newline at end of file
diff --git a/shaders/gles100/blur.fs b/shaders/gles100/blur.fs
new file mode 100644
index 00000000..3c865ca0
--- /dev/null
+++ b/shaders/gles100/blur.fs
@@ -0,0 +1,28 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 1280;
+const float renderHeight = 720;
+
+float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
+float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
+
+void main()
+{
+ 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/shaders/gles100/cross_hatching.fs b/shaders/gles100/cross_hatching.fs
new file mode 100644
index 00000000..c308acb6
--- /dev/null
+++ b/shaders/gles100/cross_hatching.fs
@@ -0,0 +1,44 @@
+# version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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/shaders/gles100/cross_stitching.fs b/shaders/gles100/cross_stitching.fs
new file mode 100644
index 00000000..09b3ad4a
--- /dev/null
+++ b/shaders/gles100/cross_stitching.fs
@@ -0,0 +1,54 @@
+# version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 1280;
+const float renderHeight = 720;
+
+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(void)
+{
+ vec3 tc = PostFX(texture0, fragTexCoord).rgb;
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/shaders/gles100/dream_vision.fs b/shaders/gles100/dream_vision.fs
new file mode 100644
index 00000000..6cbdfcd6
--- /dev/null
+++ b/shaders/gles100/dream_vision.fs
@@ -0,0 +1,34 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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/shaders/gles100/fisheye.fs b/shaders/gles100/fisheye.fs
new file mode 100644
index 00000000..a21257c7
--- /dev/null
+++ b/shaders/gles100/fisheye.fs
@@ -0,0 +1,40 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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/shaders/gles100/grayscale.fs b/shaders/gles100/grayscale.fs
new file mode 100644
index 00000000..07e79614
--- /dev/null
+++ b/shaders/gles100/grayscale.fs
@@ -0,0 +1,20 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
+
+ // 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, tintColor.a);
+} \ No newline at end of file
diff --git a/shaders/gles100/pixel.fs b/shaders/gles100/pixel.fs
new file mode 100644
index 00000000..eceff6e3
--- /dev/null
+++ b/shaders/gles100/pixel.fs
@@ -0,0 +1,28 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 1280;
+const float renderHeight = 720;
+
+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/shaders/gles100/posterization.fs b/shaders/gles100/posterization.fs
new file mode 100644
index 00000000..f635305e
--- /dev/null
+++ b/shaders/gles100/posterization.fs
@@ -0,0 +1,26 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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/shaders/gles100/predator.fs b/shaders/gles100/predator.fs
new file mode 100644
index 00000000..c85048a6
--- /dev/null
+++ b/shaders/gles100/predator.fs
@@ -0,0 +1,27 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// 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/shaders/gles100/scanlines.fs b/shaders/gles100/scanlines.fs
new file mode 100644
index 00000000..56a6f694
--- /dev/null
+++ b/shaders/gles100/scanlines.fs
@@ -0,0 +1,41 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+float offset = 0;
+float frequency = 720/3.0;
+
+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 = 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/shaders/gles100/swirl.fs b/shaders/gles100/swirl.fs
new file mode 100644
index 00000000..b50ed39e
--- /dev/null
+++ b/shaders/gles100/swirl.fs
@@ -0,0 +1,41 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+const float renderWidth = 1280;
+const float renderHeight = 720;
+
+float radius = 250.0;
+float angle = 0.8;
+
+uniform vec2 center = vec2(200, 200);
+
+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 = texture2D(texture0, tc/texSize).rgb;
+
+ gl_FragColor = vec4(color, 1.0);;
+} \ No newline at end of file
diff --git a/shaders/gles100/template.fs b/shaders/gles100/template.fs
new file mode 100644
index 00000000..9d9499f3
--- /dev/null
+++ b/shaders/gles100/template.fs
@@ -0,0 +1,19 @@
+#version 100
+
+precision mediump float;
+
+varying vec2 fragTexCoord;
+
+uniform sampler2D texture0;
+uniform vec4 tintColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+
+ // NOTE: Implement here your fragment shader code
+
+ gl_FragColor = texelColor*tintColor;
+} \ No newline at end of file