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authorStephan Soller <[email protected]>2021-04-19 20:28:14 +0200
committerGitHub <[email protected]>2021-04-19 20:28:14 +0200
commit93d3212914393f89c545848c7489441d5274b4da (patch)
treeb2a81953129b9038a6f0defe67d153451778f6e5 /examples/others/resources
parent63a1bf373c588d2c7c43e2aff37c4e5e54fdb7eb (diff)
downloadraylib-93d3212914393f89c545848c7489441d5274b4da.tar.gz
raylib-93d3212914393f89c545848c7489441d5274b4da.zip
[examples] Added an example for raylib OpenGL interop (#1726)
* Added an example for raylib OpenGL interop. * Removed C99 variable-length array to fix MSVC errors * Moved the opengl interop example from shaders to others.
Diffstat (limited to 'examples/others/resources')
-rw-r--r--examples/others/resources/shaders/glsl100/point_particle.fs16
-rw-r--r--examples/others/resources/shaders/glsl100/point_particle.vs24
-rw-r--r--examples/others/resources/shaders/glsl330/point_particle.fs17
-rw-r--r--examples/others/resources/shaders/glsl330/point_particle.vs24
4 files changed, 81 insertions, 0 deletions
diff --git a/examples/others/resources/shaders/glsl100/point_particle.fs b/examples/others/resources/shaders/glsl100/point_particle.fs
new file mode 100644
index 00000000..cf0fd72c
--- /dev/null
+++ b/examples/others/resources/shaders/glsl100/point_particle.fs
@@ -0,0 +1,16 @@
+#version 100
+
+precision mediump float;
+
+// Input uniform values
+uniform vec4 color;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
+ // it. (0, 0) is the top left, (1, 1) the bottom right corner.
+ // Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
+ gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
+} \ No newline at end of file
diff --git a/examples/others/resources/shaders/glsl100/point_particle.vs b/examples/others/resources/shaders/glsl100/point_particle.vs
new file mode 100644
index 00000000..890834c4
--- /dev/null
+++ b/examples/others/resources/shaders/glsl100/point_particle.vs
@@ -0,0 +1,24 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform float currentTime;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Unpack data from vertexPosition
+ vec2 pos = vertexPosition.xy;
+ float period = vertexPosition.z;
+
+ // Calculate final vertex position (jiggle it around a bit horizontally)
+ pos += vec2(100.0, 0.0) * sin(period * currentTime);
+ gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0);
+
+ // Calculate the screen space size of this particle (also vary it over time)
+ gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime));
+} \ No newline at end of file
diff --git a/examples/others/resources/shaders/glsl330/point_particle.fs b/examples/others/resources/shaders/glsl330/point_particle.fs
new file mode 100644
index 00000000..f0846210
--- /dev/null
+++ b/examples/others/resources/shaders/glsl330/point_particle.fs
@@ -0,0 +1,17 @@
+#version 330
+
+// Input uniform values
+uniform vec4 color;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
+ // it. (0, 0) is the top left, (1, 1) the bottom right corner.
+ // Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
+ finalColor = vec4(color.rgb, color.a * (1 - length(gl_PointCoord.xy - vec2(0.5))*2));
+} \ No newline at end of file
diff --git a/examples/others/resources/shaders/glsl330/point_particle.vs b/examples/others/resources/shaders/glsl330/point_particle.vs
new file mode 100644
index 00000000..e43b91de
--- /dev/null
+++ b/examples/others/resources/shaders/glsl330/point_particle.vs
@@ -0,0 +1,24 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform float currentTime;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Unpack data from vertexPosition
+ vec2 pos = vertexPosition.xy;
+ float period = vertexPosition.z;
+
+ // Calculate final vertex position (jiggle it around a bit horizontally)
+ pos += vec2(100, 0) * sin(period * currentTime);
+ gl_Position = mvp * vec4(pos, 0.0, 1.0);
+
+ // Calculate the screen space size of this particle (also vary it over time)
+ gl_PointSize = 10 - 5 * abs(sin(period * currentTime));
+} \ No newline at end of file