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| author | Stephan Soller <[email protected]> | 2021-04-19 20:28:14 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2021-04-19 20:28:14 +0200 |
| commit | 93d3212914393f89c545848c7489441d5274b4da (patch) | |
| tree | b2a81953129b9038a6f0defe67d153451778f6e5 /examples/others/resources | |
| parent | 63a1bf373c588d2c7c43e2aff37c4e5e54fdb7eb (diff) | |
| download | raylib-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')
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 |
