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| author | Ray <[email protected]> | 2023-11-08 20:23:35 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2023-11-08 20:23:35 +0100 |
| commit | e150f511d1b29ebea5537d9901994461795424db (patch) | |
| tree | b6430e6f49178408dd6150f47dc691ccf8113021 /examples/shaders/shaders_postprocessing.data | |
| parent | ef398c8bbdbfc7a27df28affd15dca1d90e85dfa (diff) | |
| download | raylib.com-e150f511d1b29ebea5537d9901994461795424db.tar.gz raylib.com-e150f511d1b29ebea5537d9901994461795424db.zip | |
Updated examples to latest raylib 5.0 and shell!
Diffstat (limited to 'examples/shaders/shaders_postprocessing.data')
| -rw-r--r-- | examples/shaders/shaders_postprocessing.data | 67 |
1 files changed, 42 insertions, 25 deletions
diff --git a/examples/shaders/shaders_postprocessing.data b/examples/shaders/shaders_postprocessing.data index e8b0e7f..13731d5 100644 --- a/examples/shaders/shaders_postprocessing.data +++ b/examples/shaders/shaders_postprocessing.data @@ -7781,30 +7781,30 @@ precision mediump float; varying vec2 fragTexCoord;
varying vec4 fragColor;
-uniform vec2 screenDims; // Dimensions of the screen
uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
uniform vec2 offset; // Offset of the scale.
uniform float zoom; // Zoom of the scale.
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// for example, on RasperryPi for this examply only supports up to 60
-const int MAX_ITERATIONS = 48; // Max iterations to do
+const int maxIterations = 48; // Max iterations to do.
+const float colorCycles = 1.0f; // Number of times the color palette repeats.
// Square a complex number
vec2 ComplexSquare(vec2 z)
{
return vec2(
- z.x * z.x - z.y * z.y,
- z.x * z.y * 2.0
+ z.x*z.x - z.y*z.y,
+ z.x*z.y*2.0f
);
}
// Convert Hue Saturation Value (HSV) color into RGB
vec3 Hsv2rgb(vec3 c)
{
- vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
- vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
- return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
+ vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f);
+ vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www);
+ return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y);
}
void main()
@@ -7820,8 +7820,8 @@ void main() If the number is below 2, we keep iterating.
But when do we stop iterating if the number is always below 2 (it converges)?
- That is what MAX_ITERATIONS is for.
- Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
+ That is what maxIterations is for.
+ Then we can divide the iterations by the maxIterations value to get a normalized value that we can
then map to a color.
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
@@ -7830,13 +7830,15 @@ void main() // The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
- vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
+ vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
+ z.x += offset.x;
+ z.y += offset.y;
int iter = 0;
for (int iterations = 0; iterations < 60; iterations++)
{
z = ComplexSquare(z) + c; // Iterate function
- if (dot(z, z) > 4.0) break;
+ if (dot(z, z) > 4.0f) break;
iter = iterations;
}
@@ -7847,14 +7849,14 @@ void main() z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
- float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
+ float smoothVal = float(iter) + 1.0f - (log(log(length(z)))/log(2.0f));
// Normalize the value so it is between 0 and 1.
- float norm = smoothVal/float(MAX_ITERATIONS);
+ float norm = smoothVal/float(maxIterations);
// If in set, color black. 0.999 allows for some float accuracy error.
- if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
- else gl_FragColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
+ if (norm > 0.999f) gl_FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f);
}
#version 100
@@ -7876,12 +7878,6 @@ uniform vec4 colDiffuse; #define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
-struct MaterialProperty {
- vec3 color;
- int useSampler;
- sampler2D sampler;
-};
-
struct Light {
int enabled;
int type;
@@ -8892,7 +8888,28 @@ void main() tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
- gl_FragColor = vec4(color.rgb, 1.0);;
+ gl_FragColor = vec4(color.rgb, 1.0);
+}
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D diffuseMap;
+uniform vec4 tiling;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec2 texCoord = fragTexCoord*tiling;
+ fragColor = texture2D(diffuseMap, texCoord);
+
+ gl_FragColor = fragColor;
}
#version 100
@@ -8906,7 +8923,7 @@ varying vec4 fragColor; uniform sampler2D texture0;
uniform vec4 colDiffuse;
-uniform float secondes;
+uniform float seconds;
uniform vec2 size;
@@ -8925,8 +8942,8 @@ void main() { float boxTop = 0.0;
vec2 p = fragTexCoord;
- p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
- p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
+ p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (seconds * speedX)) * ampX * pixelWidth;
+ p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (seconds * speedY)) * ampY * pixelHeight;
gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
}
|
