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| author | Ray <[email protected]> | 2017-04-09 23:46:47 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-04-09 23:46:47 +0200 |
| commit | f7bebf9861734c47d0840868f243b186a59a96ba (patch) | |
| tree | f5ca2d320c680ef5926b5455e4498646031cd5ac /docs/examples/web/resources/shaders | |
| parent | 8374460c3986b16c68a6dea0643e9af541987d52 (diff) | |
| download | raylib-f7bebf9861734c47d0840868f243b186a59a96ba.tar.gz raylib-f7bebf9861734c47d0840868f243b186a59a96ba.zip | |
Working on web examples
Reorganizing folders
Review examples
Work on makefile and loader.html
Diffstat (limited to 'docs/examples/web/resources/shaders')
11 files changed, 0 insertions, 406 deletions
diff --git a/docs/examples/web/resources/shaders/glsl100/base.vs b/docs/examples/web/resources/shaders/glsl100/base.vs deleted file mode 100644 index e9386939..00000000 --- a/docs/examples/web/resources/shaders/glsl100/base.vs +++ /dev/null @@ -1,26 +0,0 @@ -#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 deleted file mode 100644 index 128736f2..00000000 --- a/docs/examples/web/resources/shaders/glsl100/bloom.fs +++ /dev/null @@ -1,37 +0,0 @@ -#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 deleted file mode 100644 index 50116ce0..00000000 --- a/docs/examples/web/resources/shaders/glsl100/distortion.fs +++ /dev/null @@ -1,54 +0,0 @@ -#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 deleted file mode 100644 index 15174ea5..00000000 --- a/docs/examples/web/resources/shaders/glsl100/grayscale.fs +++ /dev/null @@ -1,25 +0,0 @@ -#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 deleted file mode 100644 index 95de61fa..00000000 --- a/docs/examples/web/resources/shaders/glsl100/swirl.fs +++ /dev/null @@ -1,45 +0,0 @@ -#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 deleted file mode 100644 index 638cb8ae..00000000 --- a/docs/examples/web/resources/shaders/glsl330/base.vs +++ /dev/null @@ -1,26 +0,0 @@ -#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 deleted file mode 100644 index 0307bc06..00000000 --- a/docs/examples/web/resources/shaders/glsl330/bloom.fs +++ /dev/null @@ -1,38 +0,0 @@ -#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 deleted file mode 100644 index 06d399f9..00000000 --- a/docs/examples/web/resources/shaders/glsl330/depth.fs +++ /dev/null @@ -1,27 +0,0 @@ -#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 deleted file mode 100644 index cb4be8fc..00000000 --- a/docs/examples/web/resources/shaders/glsl330/distortion.fs +++ /dev/null @@ -1,56 +0,0 @@ -#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 deleted file mode 100644 index 5b3e11be..00000000 --- a/docs/examples/web/resources/shaders/glsl330/grayscale.fs +++ /dev/null @@ -1,26 +0,0 @@ -#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 deleted file mode 100644 index 788ffeec..00000000 --- a/docs/examples/web/resources/shaders/glsl330/swirl.fs +++ /dev/null @@ -1,46 +0,0 @@ -#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 |
