diff options
| author | Ray San <[email protected]> | 2017-02-06 18:48:56 +0100 |
|---|---|---|
| committer | Ray San <[email protected]> | 2017-02-06 18:48:56 +0100 |
| commit | 1f6eb1fc61d2cc0cca54a79c1516432f09c86313 (patch) | |
| tree | 9ddff0e6ddba65004557c3628a3d56dfaf47ea4b /docs/examples/web/resources/shaders | |
| parent | f2f05a734d4999ffdc19629c838f46914650bbd0 (diff) | |
| download | raylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.tar.gz raylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.zip | |
Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages
(a pain to work with) to docs folder. Useless libs have been removed,
webs have been renamed, etc.
Now it would be easier (hopefully) to update webpage. :)
Diffstat (limited to 'docs/examples/web/resources/shaders')
11 files changed, 406 insertions, 0 deletions
diff --git a/docs/examples/web/resources/shaders/glsl100/base.vs b/docs/examples/web/resources/shaders/glsl100/base.vs new file mode 100644 index 00000000..e9386939 --- /dev/null +++ b/docs/examples/web/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/docs/examples/web/resources/shaders/glsl100/bloom.fs b/docs/examples/web/resources/shaders/glsl100/bloom.fs new file mode 100644 index 00000000..128736f2 --- /dev/null +++ b/docs/examples/web/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 = texture2D(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; + + gl_FragColor = tc; +}
\ No newline at end of file diff --git a/docs/examples/web/resources/shaders/glsl100/distortion.fs b/docs/examples/web/resources/shaders/glsl100/distortion.fs new file mode 100644 index 00000000..50116ce0 --- /dev/null +++ b/docs/examples/web/resources/shaders/glsl100/distortion.fs @@ -0,0 +1,54 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; + +// Input uniform values +uniform sampler2D texture0; + +// NOTE: Default parameters for Oculus Rift DK2 device +const vec2 LeftLensCenter = vec2(0.2863248, 0.5); +const vec2 RightLensCenter = vec2(0.7136753, 0.5); +const vec2 LeftScreenCenter = vec2(0.25, 0.5); +const vec2 RightScreenCenter = vec2(0.75, 0.5); +const vec2 Scale = vec2(0.25, 0.45); +const vec2 ScaleIn = vec2(4.0, 2.5); +const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); +const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +void main() +{ + // The following two variables need to be set per eye + vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; + vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; + + // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) + vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1] + float rSq = theta.x*theta.x + theta.y*theta.y; + vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq); + //vec2 tc = LensCenter + Scale*theta1; + + // Detect whether blue texture coordinates are out of range since these will scaled out the furthest + vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq); + vec2 tcBlue = LensCenter + Scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + else + { + // Do blue texture lookup + float blue = texture2D(texture0, tcBlue).b; + + // Do green lookup (no scaling) + vec2 tcGreen = LensCenter + Scale*theta1; + float green = texture2D(texture0, tcGreen).g; + + // Do red scale and lookup + vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); + vec2 tcRed = LensCenter + Scale*thetaRed; + float red = texture2D(texture0, tcRed).r; + + gl_FragColor = vec4(red, green, blue, 1.0); + } +} diff --git a/docs/examples/web/resources/shaders/glsl100/grayscale.fs b/docs/examples/web/resources/shaders/glsl100/grayscale.fs new file mode 100644 index 00000000..15174ea5 --- /dev/null +++ b/docs/examples/web/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 colDiffuse; + +// NOTE: Add here your custom variables + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*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/docs/examples/web/resources/shaders/glsl100/swirl.fs b/docs/examples/web/resources/shaders/glsl100/swirl.fs new file mode 100644 index 00000000..95de61fa --- /dev/null +++ b/docs/examples/web/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 colDiffuse; + +// 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() +{ + 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; + vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; + + gl_FragColor = vec4(color.rgb, 1.0);; +}
\ No newline at end of file diff --git a/docs/examples/web/resources/shaders/glsl330/base.vs b/docs/examples/web/resources/shaders/glsl330/base.vs new file mode 100644 index 00000000..638cb8ae --- /dev/null +++ b/docs/examples/web/resources/shaders/glsl330/base.vs @@ -0,0 +1,26 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +in vec4 vertexColor; + +// 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; + fragColor = vertexColor; + + // Calculate final vertex position + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); +}
\ No newline at end of file diff --git a/docs/examples/web/resources/shaders/glsl330/bloom.fs b/docs/examples/web/resources/shaders/glsl330/bloom.fs new file mode 100644 index 00000000..0307bc06 --- /dev/null +++ b/docs/examples/web/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 += texture(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/docs/examples/web/resources/shaders/glsl330/depth.fs b/docs/examples/web/resources/shaders/glsl330/depth.fs new file mode 100644 index 00000000..06d399f9 --- /dev/null +++ b/docs/examples/web/resources/shaders/glsl330/depth.fs @@ -0,0 +1,27 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; // Depth texture +uniform vec4 fragTintColor; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables + +void main() +{ + float zNear = 0.01; // camera z near + float zFar = 10.0; // camera z far + float z = texture(texture0, fragTexCoord).x; + + // Linearize depth value + float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear)); + + // Calculate final fragment color + finalColor = vec4(depth, depth, depth, 1.0f); +}
\ No newline at end of file diff --git a/docs/examples/web/resources/shaders/glsl330/distortion.fs b/docs/examples/web/resources/shaders/glsl330/distortion.fs new file mode 100644 index 00000000..cb4be8fc --- /dev/null +++ b/docs/examples/web/resources/shaders/glsl330/distortion.fs @@ -0,0 +1,56 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; + +// Input uniform values +uniform sampler2D texture0; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Default parameters for Oculus Rift DK2 device +const vec2 LeftLensCenter = vec2(0.2863248, 0.5); +const vec2 RightLensCenter = vec2(0.7136753, 0.5); +const vec2 LeftScreenCenter = vec2(0.25, 0.5); +const vec2 RightScreenCenter = vec2(0.75, 0.5); +const vec2 Scale = vec2(0.25, 0.45); +const vec2 ScaleIn = vec2(4.0, 2.5); +const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); +const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +void main() +{ + // The following two variables need to be set per eye + vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; + vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; + + // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) + vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1] + float rSq = theta.x*theta.x + theta.y*theta.y; + vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq); + //vec2 tc = LensCenter + Scale*theta1; + + // Detect whether blue texture coordinates are out of range since these will scaled out the furthest + vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq); + vec2 tcBlue = LensCenter + Scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0); + else + { + // Do blue texture lookup + float blue = texture(texture0, tcBlue).b; + + // Do green lookup (no scaling) + vec2 tcGreen = LensCenter + Scale*theta1; + float green = texture(texture0, tcGreen).g; + + // Do red scale and lookup + vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); + vec2 tcRed = LensCenter + Scale*thetaRed; + float red = texture(texture0, tcRed).r; + + finalColor = vec4(red, green, blue, 1.0); + } +} + diff --git a/docs/examples/web/resources/shaders/glsl330/grayscale.fs b/docs/examples/web/resources/shaders/glsl330/grayscale.fs new file mode 100644 index 00000000..5b3e11be --- /dev/null +++ b/docs/examples/web/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 colDiffuse; + +// 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)*colDiffuse*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/docs/examples/web/resources/shaders/glsl330/swirl.fs b/docs/examples/web/resources/shaders/glsl330/swirl.fs new file mode 100644 index 00000000..788ffeec --- /dev/null +++ b/docs/examples/web/resources/shaders/glsl330/swirl.fs @@ -0,0 +1,46 @@ +#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 + +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() +{ + 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; + vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; + + finalColor = vec4(color.rgb, 1.0);; +}
\ No newline at end of file |
