diff options
| author | Ray <[email protected]> | 2017-05-16 00:14:14 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-05-16 00:14:14 +0200 |
| commit | 65e6a6db53552fa241e81ae52b4258f7969b8771 (patch) | |
| tree | fd4e83886e52c8aca3b9c5d9586a338546f2044e /docs/examples/web/shaders/resources | |
| parent | c9d6b7e3567bdd02af014e8a7cd1956157307303 (diff) | |
| download | raylib-65e6a6db53552fa241e81ae52b4258f7969b8771.tar.gz raylib-65e6a6db53552fa241e81ae52b4258f7969b8771.zip | |
Improved shaders_postprocessing example
Diffstat (limited to 'docs/examples/web/shaders/resources')
18 files changed, 421 insertions, 223 deletions
diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/base.fs b/docs/examples/web/shaders/resources/shaders/glsl100/base.fs new file mode 100644 index 00000000..b004ba0b --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/base.fs @@ -0,0 +1,24 @@ +#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 +uniform vec2 resolution = vec2(800, 450); + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord); + + // NOTE: Implement here your fragment shader code + + gl_FragColor = texelColor*colDiffuse; +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/blur.fs b/docs/examples/web/shaders/resources/shaders/glsl100/blur.fs new file mode 100644 index 00000000..96f780e1 --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/blur.fs @@ -0,0 +1,34 @@ +#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 + +// NOTE: Render size values must be passed from code +const float renderWidth = 800.0; +const float renderHeight = 450.0; + +vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308); +vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703); + +void main() +{ + // Texel color fetching from texture sampler + vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x; + + tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y; + tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y; + + tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z; + tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z; + + gl_FragColor = vec4(tc, 1.0); +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/cross_hatching.fs b/docs/examples/web/shaders/resources/shaders/glsl100/cross_hatching.fs new file mode 100644 index 00000000..7d63b0a5 --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/cross_hatching.fs @@ -0,0 +1,47 @@ +# 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 + +float hatchOffsetY = 5.0; +float lumThreshold01 = 0.9; +float lumThreshold02 = 0.7; +float lumThreshold03 = 0.5; +float lumThreshold04 = 0.3; + +void main() +{ + vec3 tc = vec3(1.0, 1.0, 1.0); + float lum = length(texture2D(texture0, fragTexCoord).rgb); + + if (lum < lumThreshold01) + { + if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + } + + if (lum < lumThreshold02) + { + if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + } + + if (lum < lumThreshold03) + { + if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + } + + if (lum < lumThreshold04) + { + if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + } + + gl_FragColor = vec4(tc, 1.0); +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/cross_stitching.fs b/docs/examples/web/shaders/resources/shaders/glsl100/cross_stitching.fs new file mode 100644 index 00000000..de6d4f40 --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/cross_stitching.fs @@ -0,0 +1,57 @@ +# 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 + +// NOTE: Render size values must be passed from code +const float renderWidth = 800.0; +const float renderHeight = 450.0; + +float stitchingSize = 6.0; +int invert = 0; + +vec4 PostFX(sampler2D tex, vec2 uv) +{ + vec4 c = vec4(0.0); + float size = stitchingSize; + vec2 cPos = uv * vec2(renderWidth, renderHeight); + vec2 tlPos = floor(cPos / vec2(size, size)); + tlPos *= size; + + int remX = int(mod(cPos.x, size)); + int remY = int(mod(cPos.y, size)); + + if (remX == 0 && remY == 0) tlPos = cPos; + + vec2 blPos = tlPos; + blPos.y += (size - 1.0); + + if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y))))) + { + if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0); + else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; + } + else + { + if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; + else c = vec4(0.0, 0.0, 0.0, 1.0); + } + + return c; +} + +void main() +{ + vec3 tc = PostFX(texture0, fragTexCoord).rgb; + + gl_FragColor = vec4(tc, 1.0); +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/dream_vision.fs b/docs/examples/web/shaders/resources/shaders/glsl100/dream_vision.fs new file mode 100644 index 00000000..fa9c5b77 --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/dream_vision.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 colDiffuse; + +// NOTE: Add here your custom variables + +void main() +{ + vec4 color = texture2D(texture0, fragTexCoord); + + color += texture2D(texture0, fragTexCoord + 0.001); + color += texture2D(texture0, fragTexCoord + 0.003); + color += texture2D(texture0, fragTexCoord + 0.005); + color += texture2D(texture0, fragTexCoord + 0.007); + color += texture2D(texture0, fragTexCoord + 0.009); + color += texture2D(texture0, fragTexCoord + 0.011); + + color += texture2D(texture0, fragTexCoord - 0.001); + color += texture2D(texture0, fragTexCoord - 0.003); + color += texture2D(texture0, fragTexCoord - 0.005); + color += texture2D(texture0, fragTexCoord - 0.007); + color += texture2D(texture0, fragTexCoord - 0.009); + color += texture2D(texture0, fragTexCoord - 0.011); + + color.rgb = vec3((color.r + color.g + color.b)/3.0); + color = color/9.5; + + gl_FragColor = color; +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/fisheye.fs b/docs/examples/web/shaders/resources/shaders/glsl100/fisheye.fs new file mode 100644 index 00000000..8beb3d4a --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/fisheye.fs @@ -0,0 +1,43 @@ +#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 PI = 3.1415926535; + +void main() +{ + float aperture = 178.0; + float apertureHalf = 0.5 * aperture * (PI / 180.0); + float maxFactor = sin(apertureHalf); + + vec2 uv = vec2(0.0); + vec2 xy = 2.0 * fragTexCoord.xy - 1.0; + float d = length(xy); + + if (d < (2.0 - maxFactor)) + { + d = length(xy * maxFactor); + float z = sqrt(1.0 - d * d); + float r = atan(d, z) / PI; + float phi = atan(xy.y, xy.x); + + uv.x = r * cos(phi) + 0.5; + uv.y = r * sin(phi) + 0.5; + } + else + { + uv = fragTexCoord.xy; + } + + gl_FragColor = texture2D(texture0, uv); +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/pixelizer.fs b/docs/examples/web/shaders/resources/shaders/glsl100/pixelizer.fs new file mode 100644 index 00000000..44fb0ca2 --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/pixelizer.fs @@ -0,0 +1,32 @@ +#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 + +// NOTE: Render size values must be passed from code +const float renderWidth = 800.0; +const float renderHeight = 450.0; + +float pixelWidth = 5.0; +float pixelHeight = 5.0; + +void main() +{ + float dx = pixelWidth*(1.0/renderWidth); + float dy = pixelHeight*(1.0/renderHeight); + + vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy)); + + vec3 tc = texture2D(texture0, coord).rgb; + + gl_FragColor = vec4(tc, 1.0); +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/posterization.fs b/docs/examples/web/shaders/resources/shaders/glsl100/posterization.fs new file mode 100644 index 00000000..a7942c82 --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/posterization.fs @@ -0,0 +1,29 @@ +#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 + +float gamma = 0.6; +float numColors = 8.0; + +void main() +{ + vec3 color = texture2D(texture0, fragTexCoord.xy).rgb; + + color = pow(color, vec3(gamma, gamma, gamma)); + color = color*numColors; + color = floor(color); + color = color/numColors; + color = pow(color, vec3(1.0/gamma)); + + gl_FragColor = vec4(color, 1.0); +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/predator.fs b/docs/examples/web/shaders/resources/shaders/glsl100/predator.fs new file mode 100644 index 00000000..37dc0bdf --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/predator.fs @@ -0,0 +1,31 @@ +#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() +{ + vec3 color = texture2D(texture0, fragTexCoord).rgb; + vec3 colors[3]; + colors[0] = vec3(0.0, 0.0, 1.0); + colors[1] = vec3(1.0, 1.0, 0.0); + colors[2] = vec3(1.0, 0.0, 0.0); + + float lum = (color.r + color.g + color.b)/3.0; + + vec3 tc = vec3(0.0, 0.0, 0.0); + + if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5); + else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5); + + gl_FragColor = vec4(tc, 1.0); +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/scanlines.fs b/docs/examples/web/shaders/resources/shaders/glsl100/scanlines.fs new file mode 100644 index 00000000..ce649e1a --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/scanlines.fs @@ -0,0 +1,44 @@ +#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 + +float offset = 0.0; +float frequency = 450.0/3.0; + +uniform float time; + +void main() +{ +/* + // Scanlines method 1 + float tval = 0; //time + vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval)); + + vec4 color = texture2D(texture0, fragTexCoord); + + color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0); + color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y); + color *= vec4(0.8, 1.0, 0.7, 1); + color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0); + color *= 0.97 + 0.03*sin(110.0*tval); + + fragColor = color; +*/ + // Scanlines method 2 + float globalPos = (fragTexCoord.y + offset) * frequency; + float wavePos = cos((fract(globalPos) - 0.5)*3.14); + + vec4 color = texture2D(texture0, fragTexCoord); + + gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos); +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/sobel.fs b/docs/examples/web/shaders/resources/shaders/glsl100/sobel.fs new file mode 100644 index 00000000..745562ad --- /dev/null +++ b/docs/examples/web/shaders/resources/shaders/glsl100/sobel.fs @@ -0,0 +1,40 @@ +#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 +vec2 resolution = vec2(800.0, 450.0); + +void main() +{ + float x = 1.0/resolution.x; + float y = 1.0/resolution.y; + + vec4 horizEdge = vec4(0.0); + horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; + horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; + horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + + vec4 vertEdge = vec4(0.0); + vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; + vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; + vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + + vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); + + gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a); +}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl100/swirl.fs b/docs/examples/web/shaders/resources/shaders/glsl100/swirl.fs index ca7668b2..b969aab7 100644 --- a/docs/examples/web/shaders/resources/shaders/glsl100/swirl.fs +++ b/docs/examples/web/shaders/resources/shaders/glsl100/swirl.fs @@ -12,8 +12,9 @@ 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... +// NOTE: Render size values should be passed from code +const float renderWidth = 800; +const float renderHeight = 450; float radius = 250.0; float angle = 0.8; diff --git a/docs/examples/web/shaders/resources/shaders/glsl330/base.vs b/docs/examples/web/shaders/resources/shaders/glsl330/base.vs deleted file mode 100644 index 638cb8ae..00000000 --- a/docs/examples/web/shaders/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/shaders/resources/shaders/glsl330/bloom.fs b/docs/examples/web/shaders/resources/shaders/glsl330/bloom.fs deleted file mode 100644 index 333d5b05..00000000 --- a/docs/examples/web/shaders/resources/shaders/glsl330/bloom.fs +++ /dev/null @@ -1,40 +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 - -const vec2 size = vec2(800, 450); // render size -const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance -const float quality = 2.5; // lower = smaller glow, better quality - -void main() -{ - vec4 sum = vec4(0); - vec2 sizeFactor = vec2(1)/size*quality; - - // Texel color fetching from texture sampler - vec4 source = texture(texture0, fragTexCoord); - - const int range = 2; // should be = (samples - 1)/2; - - for (int x = -range; x <= range; x++) - { - for (int y = -range; y <= range; y++) - { - sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor); - } - } - - // Calculate final fragment color - finalColor = ((sum/(samples*samples)) + source)*colDiffuse; -}
\ No newline at end of file diff --git a/docs/examples/web/shaders/resources/shaders/glsl330/depth.fs b/docs/examples/web/shaders/resources/shaders/glsl330/depth.fs deleted file mode 100644 index 06d399f9..00000000 --- a/docs/examples/web/shaders/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/shaders/resources/shaders/glsl330/distortion.fs b/docs/examples/web/shaders/resources/shaders/glsl330/distortion.fs deleted file mode 100644 index cb4be8fc..00000000 --- a/docs/examples/web/shaders/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/shaders/resources/shaders/glsl330/grayscale.fs b/docs/examples/web/shaders/resources/shaders/glsl330/grayscale.fs deleted file mode 100644 index 5b3e11be..00000000 --- a/docs/examples/web/shaders/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/shaders/resources/shaders/glsl330/swirl.fs b/docs/examples/web/shaders/resources/shaders/glsl330/swirl.fs deleted file mode 100644 index 5d238ac9..00000000 --- a/docs/examples/web/shaders/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 colDiffuse; - -// 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 |
