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| author | raysan5 <[email protected]> | 2020-12-24 13:26:30 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-12-24 13:26:30 +0100 |
| commit | 83ab2cb01746a869b625c9d84fbb4737146b73a9 (patch) | |
| tree | 010b0794848d863916e5acb4f766ea9e7ecb6e90 /examples/web/models/resources/shaders/glsl100 | |
| parent | d11274dcfcb0f349fba16ab4b83d2b96bcac8d1a (diff) | |
| download | raylib.com-83ab2cb01746a869b625c9d84fbb4737146b73a9.tar.gz raylib.com-83ab2cb01746a869b625c9d84fbb4737146b73a9.zip | |
Updated Web examples to raylib 3.5
Diffstat (limited to 'examples/web/models/resources/shaders/glsl100')
4 files changed, 101 insertions, 0 deletions
diff --git a/examples/web/models/resources/shaders/glsl100/cubemap.fs b/examples/web/models/resources/shaders/glsl100/cubemap.fs new file mode 100644 index 0000000..402cdea --- /dev/null +++ b/examples/web/models/resources/shaders/glsl100/cubemap.fs @@ -0,0 +1,29 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec3 fragPosition; + +// Input uniform values +uniform sampler2D equirectangularMap; + +vec2 SampleSphericalMap(vec3 v) +{ + vec2 uv = vec2(atan(v.z, v.x), asin(v.y)); + uv *= vec2(0.1591, 0.3183); + uv += 0.5; + return uv; +} + +void main() +{ + // Normalize local position + vec2 uv = SampleSphericalMap(normalize(fragPosition)); + + // Fetch color from texture map + vec3 color = texture2D(equirectangularMap, uv).rgb; + + // Calculate final fragment color + gl_FragColor = vec4(color, 1.0); +} diff --git a/examples/web/models/resources/shaders/glsl100/cubemap.vs b/examples/web/models/resources/shaders/glsl100/cubemap.vs new file mode 100644 index 0000000..fd8d17e --- /dev/null +++ b/examples/web/models/resources/shaders/glsl100/cubemap.vs @@ -0,0 +1,20 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; + +// Input uniform values +uniform mat4 projection; +uniform mat4 view; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; + +void main() +{ + // Calculate fragment position based on model transformations + fragPosition = vertexPosition; + + // Calculate final vertex position + gl_Position = projection*view*vec4(vertexPosition, 1.0); +} diff --git a/examples/web/models/resources/shaders/glsl100/skybox.fs b/examples/web/models/resources/shaders/glsl100/skybox.fs new file mode 100644 index 0000000..1269a96 --- /dev/null +++ b/examples/web/models/resources/shaders/glsl100/skybox.fs @@ -0,0 +1,28 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec3 fragPosition; + +// Input uniform values +uniform samplerCube environmentMap; +uniform bool vflipped; + +void main() +{ + // Fetch color from texture map + vec4 texelColor = vec4(0.0); + + if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)); + else texelColor = textureCube(environmentMap, fragPosition); + + vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z); + + // Apply gamma correction + color = color/(color + vec3(1.0)); + color = pow(color, vec3(1.0/2.2)); + + // Calculate final fragment color + gl_FragColor = vec4(color, 1.0); +} diff --git a/examples/web/models/resources/shaders/glsl100/skybox.vs b/examples/web/models/resources/shaders/glsl100/skybox.vs new file mode 100644 index 0000000..0d00d54 --- /dev/null +++ b/examples/web/models/resources/shaders/glsl100/skybox.vs @@ -0,0 +1,24 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; + +// Input uniform values +uniform mat4 projection; +uniform mat4 view; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; + +void main() +{ + // Calculate fragment position based on model transformations + fragPosition = vertexPosition; + + // Remove translation from the view matrix + mat4 rotView = mat4(mat3(view)); + vec4 clipPos = projection*rotView*vec4(vertexPosition, 1.0); + + // Calculate final vertex position + gl_Position = clipPos.xyzw; +} |
