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authorRay <[email protected]>2020-03-05 13:39:11 +0100
committerRay <[email protected]>2020-03-05 13:39:11 +0100
commitd323767d7903c6b5ac56e4a96e71a825c05a785e (patch)
treee930678eb56f97935f00c6506038defbf8b99572
parentd80c0d839dd70a90df11913fd24cdbcbd6bf356e (diff)
downloadraylib.com-d323767d7903c6b5ac56e4a96e71a825c05a785e.tar.gz
raylib.com-d323767d7903c6b5ac56e4a96e71a825c05a785e.zip
Update shader examples to run on web
-rw-r--r--examples/web/Makefile9
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/base_lighting.vs59
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/basic_lighting.vs33
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/fog.fs39
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/fog.vs32
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/lighting.fs (renamed from examples/web/shaders/resources/shaders/glsl100/basic_lighting.fs)23
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/mask.fs17
-rw-r--r--examples/web/shaders/resources/shaders/glsl100/mask.vs21
-rw-r--r--examples/web/shaders/shaders_basic_lighting.c4
-rw-r--r--examples/web/shaders/shaders_fog.c4
-rw-r--r--examples/web/shaders/shaders_simple_mask.c3
11 files changed, 106 insertions, 138 deletions
diff --git a/examples/web/Makefile b/examples/web/Makefile
index b251428..2514a70 100644
--- a/examples/web/Makefile
+++ b/examples/web/Makefile
@@ -905,21 +905,20 @@ shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c
shaders/shaders_basic_lighting: shaders/shaders_basic_lighting.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
- --preload-file shaders/resources/shaders/glsl100/basic_lighting.fs@resources/shaders/glsl100/basic_lighting.fs \
- --preload-file shaders/resources/shaders/glsl100/basic_lighting.vs@resources/shaders/glsl100/basic_lighting.vs
+ --preload-file shaders/resources/shaders/glsl100/basic_lighting.fs@resources/shaders/glsl100/lighting.fs \
+ --preload-file shaders/resources/shaders/glsl100/basic_lighting.vs@resources/shaders/glsl100/base_lighting.vs
shaders/shaders_fog: shaders/shaders_fog.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
--preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs \
- --preload-file shaders/resources/shaders/glsl100/fog.vs@resources/shaders/glsl100/fog.vs
+ --preload-file shaders/resources/shaders/glsl100/basic_lighting.vs@resources/shaders/glsl100/base_lighting.vs
shaders/shaders_simple_mask: shaders/shaders_simple_mask.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/plasma.png@resources/plasma.png \
--preload-file shaders/resources/mask.png@resources/mask.png \
- --preload-file shaders/resources/shaders/glsl100/mask.fs@resources/shaders/glsl100/mask.fs \
- --preload-file shaders/resources/shaders/glsl100/mask.vs@resources/shaders/glsl100/mask.vs
+ --preload-file shaders/resources/shaders/glsl100/mask.fs@resources/shaders/glsl100/mask.fs
# compile [audio] example - module playing (XM)
audio/audio_module_playing: audio/audio_module_playing.c
diff --git a/examples/web/shaders/resources/shaders/glsl100/base_lighting.vs b/examples/web/shaders/resources/shaders/glsl100/base_lighting.vs
new file mode 100644
index 0000000..5245c61
--- /dev/null
+++ b/examples/web/shaders/resources/shaders/glsl100/base_lighting.vs
@@ -0,0 +1,59 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+// https://github.com/glslify/glsl-inverse
+mat3 inverse(mat3 m)
+{
+ float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
+ float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
+ float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
+
+ float b01 = a22*a11 - a12*a21;
+ float b11 = -a22*a10 + a12*a20;
+ float b21 = a21*a10 - a11*a20;
+
+ float det = a00*b01 + a01*b11 + a02*b21;
+
+ return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
+ b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
+ b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
+}
+
+// https://github.com/glslify/glsl-transpose
+mat3 transpose(mat3 m)
+{
+ return mat3(m[0][0], m[1][0], m[2][0],
+ m[0][1], m[1][1], m[2][1],
+ m[0][2], m[1][2], m[2][2]);
+}
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+ fragNormal = normalize(normalMatrix*vertexNormal);
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+}
diff --git a/examples/web/shaders/resources/shaders/glsl100/basic_lighting.vs b/examples/web/shaders/resources/shaders/glsl100/basic_lighting.vs
deleted file mode 100644
index 509954d..0000000
--- a/examples/web/shaders/resources/shaders/glsl100/basic_lighting.vs
+++ /dev/null
@@ -1,33 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexColor;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matModel;
-
-// Output vertex attributes (to fragment shader)
-out vec3 fragPosition;
-out vec2 fragTexCoord;
-out vec4 fragColor;
-out vec3 fragNormal;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- // Send vertex attributes to fragment shader
- fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
-
- mat3 normalMatrix = transpose(inverse(mat3(matModel)));
- fragNormal = normalize(normalMatrix*vertexNormal);
-
- // Calculate final vertex position
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-}
diff --git a/examples/web/shaders/resources/shaders/glsl100/fog.fs b/examples/web/shaders/resources/shaders/glsl100/fog.fs
index 57ed148..eeb2150 100644
--- a/examples/web/shaders/resources/shaders/glsl100/fog.fs
+++ b/examples/web/shaders/resources/shaders/glsl100/fog.fs
@@ -1,18 +1,17 @@
-#version 330
+#version 100
+
+precision mediump float;
// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-in vec4 fragColor;
-in vec3 fragPosition;
-in vec3 fragNormal;
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
-// Output fragment color
-out vec4 finalColor;
-
// NOTE: Add here your custom variables
#define MAX_LIGHTS 4
@@ -42,7 +41,7 @@ uniform float fogDensity;
void main()
{
// Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
@@ -55,25 +54,21 @@ void main()
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
- if (lights[i].type == LIGHT_DIRECTIONAL) {
- light = -normalize(lights[i].target - lights[i].position);
- }
- if (lights[i].type == LIGHT_POINT) {
- light = normalize(lights[i].position - fragPosition);
- }
+
+ if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
+ if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
+
float NdotL = max(dot(normal, light), 0.0);
- lightDot += lights[i].color.rgb * NdotL;
+ lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
- if(NdotL > 0.0)
- specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16);//16 =shine
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
specular += specCo;
-
}
}
- finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0)));
- finalColor += texelColor * (ambient/10.0);
+ vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
+ finalColor += texelColor*(ambient/10.0);
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));
@@ -95,5 +90,5 @@ void main()
fogFactor = clamp(fogFactor, 0.0, 1.0);
- finalColor = mix(fogColor, finalColor, fogFactor);
+ gl_FragColor = mix(fogColor, finalColor, fogFactor);
}
diff --git a/examples/web/shaders/resources/shaders/glsl100/fog.vs b/examples/web/shaders/resources/shaders/glsl100/fog.vs
deleted file mode 100644
index 00779cf..0000000
--- a/examples/web/shaders/resources/shaders/glsl100/fog.vs
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexColor;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matModel;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-out vec4 fragColor;
-out vec3 fragPosition;
-out vec3 fragNormal;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- // Send vertex attributes to fragment shader
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
- fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
- mat3 normalMatrix = transpose(inverse(mat3(matModel)));
- fragNormal = normalize(normalMatrix*vertexNormal);
-
- // Calculate final vertex position
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-}
diff --git a/examples/web/shaders/resources/shaders/glsl100/basic_lighting.fs b/examples/web/shaders/resources/shaders/glsl100/lighting.fs
index 50b41f0..5e4ff64 100644
--- a/examples/web/shaders/resources/shaders/glsl100/basic_lighting.fs
+++ b/examples/web/shaders/resources/shaders/glsl100/lighting.fs
@@ -1,18 +1,17 @@
-#version 330
+#version 100
+
+precision mediump float;
// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
-in vec2 fragTexCoord;
-in vec4 fragColor;
-in vec3 fragNormal;
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
-// Output fragment color
-out vec4 finalColor;
-
// NOTE: Add here your custom variables
#define MAX_LIGHTS 4
@@ -41,7 +40,7 @@ uniform vec3 viewPos;
void main()
{
// Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
@@ -69,14 +68,14 @@ void main()
lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
- if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16); // 16 refers to shine
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
specular += specCo;
}
}
- finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
+ vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction
- finalColor = pow(finalColor, vec4(1.0/2.2));
+ gl_FragColor = pow(finalColor, vec4(1.0/2.2));
}
diff --git a/examples/web/shaders/resources/shaders/glsl100/mask.fs b/examples/web/shaders/resources/shaders/glsl100/mask.fs
index a062790..2071062 100644
--- a/examples/web/shaders/resources/shaders/glsl100/mask.fs
+++ b/examples/web/shaders/resources/shaders/glsl100/mask.fs
@@ -1,21 +1,24 @@
-#version 330
+#version 100
+
+precision mediump float;
// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D mask;
+uniform vec4 colDiffuse;
uniform int frame;
-// Output fragment color
-out vec4 finalColor;
+// NOTE: Add here your custom variables
void main()
{
- vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0));
+ vec4 maskColour = texture2D(mask, fragTexCoord + vec2(sin(-float(frame)/150.0)/10.0, cos(-float(frame)/170.0)/10.0));
if (maskColour.r < 0.25) discard;
- vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0));
+ vec4 texelColor = texture2D(texture0, fragTexCoord + vec2(sin(float(frame)/90.0)/8.0, cos(float(frame)/60.0)/8.0));
- finalColor = texelColor * maskColour;
+ gl_FragColor = texelColor*maskColour;
}
diff --git a/examples/web/shaders/resources/shaders/glsl100/mask.vs b/examples/web/shaders/resources/shaders/glsl100/mask.vs
deleted file mode 100644
index 66a1516..0000000
--- a/examples/web/shaders/resources/shaders/glsl100/mask.vs
+++ /dev/null
@@ -1,21 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matModel;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-
-void main()
-{
- // Send vertex attributes to fragment shader
- fragTexCoord = vertexTexCoord;
-
- // Calculate final vertex position
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-}
diff --git a/examples/web/shaders/shaders_basic_lighting.c b/examples/web/shaders/shaders_basic_lighting.c
index 6428663..f0ea2dd 100644
--- a/examples/web/shaders/shaders_basic_lighting.c
+++ b/examples/web/shaders/shaders_basic_lighting.c
@@ -99,8 +99,8 @@ int main(void)
modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
- shader = LoadShader(FormatText("resources/shaders/glsl%i/basic_lighting.vs", GLSL_VERSION),
- FormatText("resources/shaders/glsl%i/basic_lighting.fs", GLSL_VERSION));
+ shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some shader loactions
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
diff --git a/examples/web/shaders/shaders_fog.c b/examples/web/shaders/shaders_fog.c
index 679b7c6..24e6469 100644
--- a/examples/web/shaders/shaders_fog.c
+++ b/examples/web/shaders/shaders_fog.c
@@ -99,8 +99,8 @@ int main(void)
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
// Load shader and set up some uniforms
- shader = LoadShader(FormatText("resources/shaders/glsl%i/fog.vs", GLSL_VERSION),
- FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
+ shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
+
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
diff --git a/examples/web/shaders/shaders_simple_mask.c b/examples/web/shaders/shaders_simple_mask.c
index 199a925..5854e29 100644
--- a/examples/web/shaders/shaders_simple_mask.c
+++ b/examples/web/shaders/shaders_simple_mask.c
@@ -90,8 +90,7 @@ int main(void)
model3 = LoadModelFromMesh(sphere);
// Load the shader
- shader = LoadShader(FormatText("resources/shaders/glsl%i/mask.vs", GLSL_VERSION),
- FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
+ shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
// Load and apply the diffuse texture (colour map)
texDiffuse = LoadTexture("resources/plasma.png");