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-rw-r--r--examples/resources/shaders/bloom.fs43
-rw-r--r--examples/resources/shaders/glsl100/base.vs26
-rw-r--r--examples/resources/shaders/glsl100/bloom.fs37
-rw-r--r--examples/resources/shaders/glsl100/grayscale.fs25
-rw-r--r--examples/resources/shaders/glsl100/swirl.fs45
-rw-r--r--examples/resources/shaders/glsl330/base.vs (renamed from examples/resources/shaders/base.vs)13
-rw-r--r--examples/resources/shaders/glsl330/bloom.fs38
-rw-r--r--examples/resources/shaders/glsl330/grayscale.fs26
-rw-r--r--examples/resources/shaders/glsl330/phong.fs (renamed from examples/resources/shaders/phong.fs)2
-rw-r--r--examples/resources/shaders/glsl330/phong.vs (renamed from examples/resources/shaders/phong.vs)16
-rw-r--r--examples/resources/shaders/glsl330/swirl.fs (renamed from examples/resources/shaders/swirl.fs)11
-rw-r--r--examples/resources/shaders/grayscale.fs20
-rw-r--r--examples/resources/shaders/shapes_base.vs18
-rw-r--r--examples/resources/shaders/shapes_grayscale.fs15
-rw-r--r--examples/shaders_custom_uniform.c6
-rw-r--r--examples/shaders_model_shader.c4
-rw-r--r--examples/shaders_postprocessing.c6
-rw-r--r--examples/shaders_shapes_textures.c7
18 files changed, 234 insertions, 124 deletions
diff --git a/examples/resources/shaders/bloom.fs b/examples/resources/shaders/bloom.fs
deleted file mode 100644
index 0a73161a..00000000
--- a/examples/resources/shaders/bloom.fs
+++ /dev/null
@@ -1,43 +0,0 @@
-#version 330
-
-in vec2 fragTexCoord;
-in vec4 fragTintColor;
-
-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 += 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/examples/resources/shaders/glsl100/base.vs b/examples/resources/shaders/glsl100/base.vs
new file mode 100644
index 00000000..e9386939
--- /dev/null
+++ b/examples/resources/shaders/glsl100/base.vs
@@ -0,0 +1,26 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
+
+// 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()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ // Calculate final vertex position
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs
new file mode 100644
index 00000000..5a08843d
--- /dev/null
+++ b/examples/resources/shaders/glsl100/bloom.fs
@@ -0,0 +1,37 @@
+#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()
+{
+ 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;
+ }
+ }
+
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+
+ // Calculate final fragment color
+ if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
+ else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
+ else tc = sum*sum*0.0075 + texelColor;
+
+ finalColor = tc;
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl100/grayscale.fs b/examples/resources/shaders/glsl100/grayscale.fs
new file mode 100644
index 00000000..f92ec335
--- /dev/null
+++ b/examples/resources/shaders/glsl100/grayscale.fs
@@ -0,0 +1,25 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 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/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs
new file mode 100644
index 00000000..e77d4f87
--- /dev/null
+++ b/examples/resources/shaders/glsl100/swirl.fs
@@ -0,0 +1,45 @@
+#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
+
+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)
+{
+ 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/examples/resources/shaders/base.vs b/examples/resources/shaders/glsl330/base.vs
index 9b8cca69..638cb8ae 100644
--- a/examples/resources/shaders/base.vs
+++ b/examples/resources/shaders/glsl330/base.vs
@@ -1,21 +1,26 @@
#version 330
+// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
-out vec2 fragTexCoord;
-out vec4 fragTintColor;
-
+// 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;
- fragTintColor = vertexColor;
+ fragColor = vertexColor;
+ // Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs
new file mode 100644
index 00000000..c8cb0d32
--- /dev/null
+++ b/examples/resources/shaders/glsl330/bloom.fs
@@ -0,0 +1,38 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 fragTintColor;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 sum = vec4(0);
+ vec4 tc = vec4(0);
+
+ for (int i = -4; i < 4; i++)
+ {
+ for (int j = -3; j < 3; j++)
+ {
+ sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
+ }
+ }
+
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+
+ // Calculate final fragment color
+ if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
+ else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
+ else tc = sum*sum*0.0075 + texelColor;
+
+ finalColor = tc;
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/grayscale.fs b/examples/resources/shaders/glsl330/grayscale.fs
new file mode 100644
index 00000000..d4a8824f
--- /dev/null
+++ b/examples/resources/shaders/glsl330/grayscale.fs
@@ -0,0 +1,26 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 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/examples/resources/shaders/phong.fs b/examples/resources/shaders/glsl330/phong.fs
index f79413d9..2e7a95f6 100644
--- a/examples/resources/shaders/phong.fs
+++ b/examples/resources/shaders/glsl330/phong.fs
@@ -1,6 +1,6 @@
#version 330
-// Vertex shader input data
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec3 fragNormal;
diff --git a/examples/resources/shaders/phong.vs b/examples/resources/shaders/glsl330/phong.vs
index 52cc2227..d68d9b3f 100644
--- a/examples/resources/shaders/phong.vs
+++ b/examples/resources/shaders/glsl330/phong.vs
@@ -1,25 +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;
-//uniform mat4 viewMatrix; // Not used
-
-// 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/examples/resources/shaders/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs
index f89ef406..b1dc82f0 100644
--- a/examples/resources/shaders/swirl.fs
+++ b/examples/resources/shaders/glsl330/swirl.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 = 800.0; // HARDCODED for example!
@@ -22,6 +26,7 @@ void main (void)
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 = texture2D(texture0, tc/texSize).rgb;
- fragColor = vec4(color, 1.0);;
+ finalColor = vec4(color, 1.0);;
} \ No newline at end of file
diff --git a/examples/resources/shaders/grayscale.fs b/examples/resources/shaders/grayscale.fs
deleted file mode 100644
index af50b8c1..00000000
--- a/examples/resources/shaders/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 = texture2D(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/examples/resources/shaders/shapes_base.vs b/examples/resources/shaders/shapes_base.vs
deleted file mode 100644
index ad272dc1..00000000
--- a/examples/resources/shaders/shapes_base.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-#version 330
-
-attribute vec3 vertexPosition;
-attribute vec2 vertexTexCoord;
-attribute vec4 vertexColor;
-
-uniform mat4 mvpMatrix;
-
-varying vec2 fragTexCoord;
-varying vec4 fragTintColor;
-
-void main()
-{
- fragTexCoord = vertexTexCoord;
- fragTintColor = vertexColor;
-
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-} \ No newline at end of file
diff --git a/examples/resources/shaders/shapes_grayscale.fs b/examples/resources/shaders/shapes_grayscale.fs
deleted file mode 100644
index 0698e1bf..00000000
--- a/examples/resources/shaders/shapes_grayscale.fs
+++ /dev/null
@@ -1,15 +0,0 @@
-#version 330
-
-uniform sampler2D texture0;
-varying vec2 fragTexCoord;
-varying vec4 fragTintColor;
-
-void main()
-{
- vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
-
- // Convert to grayscale using NTSC conversion weights
- float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
-
- gl_FragColor = vec4(gray, gray, gray, base.a);
-} \ No newline at end of file
diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c
index af59dc3c..ceaa86df 100644
--- a/examples/shaders_custom_uniform.c
+++ b/examples/shaders_custom_uniform.c
@@ -36,10 +36,10 @@ int main()
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
SetModelTexture(&dwarf, texture); // Bind texture to model
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
- Shader shader = LoadShader("resources/shaders/base.vs",
- "resources/shaders/swirl.fs"); // Load postpro shader
+ Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/swirl.fs"); // Load postpro shader
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
diff --git a/examples/shaders_model_shader.c b/examples/shaders_model_shader.c
index a10ec235..b302f631 100644
--- a/examples/shaders_model_shader.c
+++ b/examples/shaders_model_shader.c
@@ -34,8 +34,8 @@ int main()
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
- Shader shader = LoadShader("resources/shaders/base.vs",
- "resources/shaders/grayscale.fs"); // Load model shader
+ Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/grayscale.fs"); // Load model shader
SetModelShader(&dwarf, shader); // Set shader effect to 3d model
SetModelTexture(&dwarf, texture); // Bind texture to model
diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c
index 0bcd5156..632a6371 100644
--- a/examples/shaders_postprocessing.c
+++ b/examples/shaders_postprocessing.c
@@ -38,8 +38,8 @@ int main()
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
- Shader shader = LoadShader("resources/shaders/base.vs",
- "resources/shaders/bloom.fs"); // Load postpro shader
+ Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/bloom.fs"); // Load postpro shader
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
@@ -76,7 +76,7 @@ int main()
End3dMode();
- DrawText("HELLO TEXTURE!!!", 120, 200, 60, RED);
+ DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
diff --git a/examples/shaders_shapes_textures.c b/examples/shaders_shapes_textures.c
index 37180cec..1b1142fa 100644
--- a/examples/shaders_shapes_textures.c
+++ b/examples/shaders_shapes_textures.c
@@ -32,10 +32,9 @@ int main()
Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
- // NOTE: This shader is a bit different than model/postprocessing shaders,
- // it requires the color data for every vertice to use it in every shape or texture independently
- Shader shader = LoadShader("resources/shaders/shapes_base.vs",
- "resources/shaders/shapes_grayscale.fs");
+ // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
+ Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
+ "resources/shaders/glsl330/grayscale.fs");
// Shader usage is also different than models/postprocessing, shader is just activated when required