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authorvictorfisac <[email protected]>2016-10-06 20:57:31 +0200
committervictorfisac <[email protected]>2016-10-06 20:57:31 +0200
commit2a158c47955d2d849e939152e0c174b02c500104 (patch)
treefbf515597add99255f0e980d7a12ea33a3aa5585 /examples/resources
parent3e1321ac24743cf3df1c2bb923023f9c222aa250 (diff)
parentdb6538859cd2fabb44f1f29cd87f5b498ca0c2c8 (diff)
downloadraylib-2a158c47955d2d849e939152e0c174b02c500104.tar.gz
raylib-2a158c47955d2d849e939152e0c174b02c500104.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/audio/2t2m_spa.xmbin2287400 -> 0 bytes
-rw-r--r--examples/resources/audio/chiptun1.modbin0 -> 2142 bytes
-rw-r--r--examples/resources/audio/mini1111.xmbin0 -> 25676 bytes
-rw-r--r--examples/resources/shaders/glsl100/bloom.fs30
-rw-r--r--examples/resources/shaders/glsl100/standard.fs161
-rw-r--r--examples/resources/shaders/glsl100/standard.vs23
-rw-r--r--examples/resources/shaders/glsl330/bloom.fs30
-rw-r--r--examples/resources/shaders/glsl330/standard.fs150
-rw-r--r--examples/resources/shaders/glsl330/standard.vs23
9 files changed, 389 insertions, 28 deletions
diff --git a/examples/resources/audio/2t2m_spa.xm b/examples/resources/audio/2t2m_spa.xm
deleted file mode 100644
index fa416ef2..00000000
--- a/examples/resources/audio/2t2m_spa.xm
+++ /dev/null
Binary files differ
diff --git a/examples/resources/audio/chiptun1.mod b/examples/resources/audio/chiptun1.mod
new file mode 100644
index 00000000..00d16885
--- /dev/null
+++ b/examples/resources/audio/chiptun1.mod
Binary files differ
diff --git a/examples/resources/audio/mini1111.xm b/examples/resources/audio/mini1111.xm
new file mode 100644
index 00000000..a185c1a2
--- /dev/null
+++ b/examples/resources/audio/mini1111.xm
Binary files differ
diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs
index 128736f2..a8e1d20f 100644
--- a/examples/resources/shaders/glsl100/bloom.fs
+++ b/examples/resources/shaders/glsl100/bloom.fs
@@ -8,30 +8,32 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// 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);
- vec4 tc = vec4(0);
+ vec2 sizeFactor = vec2(1)/size*quality;
+
+ // Texel color fetching from texture sampler
+ vec4 source = texture2D(texture0, fragTexCoord);
- for (int i = -4; i < 4; i++)
+ const int range = 2; // should be = (samples - 1)/2;
+
+ for (int x = -range; x <= range; x++)
{
- for (int j = -3; j < 3; j++)
+ for (int y = -range; y <= range; y++)
{
- sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
+ sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
-
- // 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;
+ gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl100/standard.fs b/examples/resources/shaders/glsl100/standard.fs
new file mode 100644
index 00000000..6ce2a186
--- /dev/null
+++ b/examples/resources/shaders/glsl100/standard.fs
@@ -0,0 +1,161 @@
+#version 100
+
+precision mediump float;
+
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+uniform sampler2D texture0;
+uniform sampler2D texture1;
+uniform sampler2D texture2;
+
+uniform vec4 colAmbient;
+uniform vec4 colDiffuse;
+uniform vec4 colSpecular;
+uniform float glossiness;
+
+uniform int useNormal;
+uniform int useSpecular;
+
+uniform mat4 modelMatrix;
+uniform vec3 viewDir;
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 direction;
+ vec4 diffuse;
+ float intensity;
+ float radius;
+ float coneAngle;
+};
+
+const int maxLights = 8;
+uniform Light lights[maxLights];
+
+vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
+{
+/*
+ vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
+ vec3 surfaceToLight = l.position - surfacePos;
+
+ // Diffuse shading
+ float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
+ float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
+
+ // Specular shading
+ float spec = 0.0;
+ if (diff > 0.0)
+ {
+ vec3 h = normalize(-l.direction + v);
+ spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ }
+
+ return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
+*/
+ return vec3(0.5);
+}
+
+vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
+{
+/*
+ vec3 lightDir = normalize(-l.direction);
+
+ // Diffuse shading
+ float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
+
+ // Specular shading
+ float spec = 0.0;
+ if (diff > 0.0)
+ {
+ vec3 h = normalize(lightDir + v);
+ spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ }
+
+ // Combine results
+ return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
+*/
+ return vec3(0.5);
+}
+
+vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
+{
+/*
+ vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
+ vec3 lightToSurface = normalize(surfacePos - l.position);
+ vec3 lightDir = normalize(-l.direction);
+
+ // Diffuse shading
+ float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
+
+ // Spot attenuation
+ float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
+ attenuation = dot(lightToSurface, -lightDir);
+
+ float lightToSurfaceAngle = degrees(acos(attenuation));
+ if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
+
+ float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
+
+ // Combine diffuse and attenuation
+ float diffAttenuation = diff*attenuation;
+
+ // Specular shading
+ float spec = 0.0;
+ if (diffAttenuation > 0.0)
+ {
+ vec3 h = normalize(lightDir + v);
+ spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ }
+
+ return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
+*/
+ return vec3(0.5);
+}
+
+void main()
+{
+ // Calculate fragment normal in screen space
+ // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
+ mat3 normalMatrix = mat3(modelMatrix);
+ vec3 normal = normalize(normalMatrix*fragNormal);
+
+ // Normalize normal and view direction vectors
+ vec3 n = normalize(normal);
+ vec3 v = normalize(viewDir);
+
+ // Calculate diffuse texture color fetching
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec3 lighting = colAmbient.rgb;
+
+ // Calculate normal texture color fetching or set to maximum normal value by default
+ if (useNormal == 1)
+ {
+ n *= texture2D(texture1, fragTexCoord).rgb;
+ n = normalize(n);
+ }
+
+ // Calculate specular texture color fetching or set to maximum specular value by default
+ float spec = 1.0;
+ if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
+
+ for (int i = 0; i < maxLights; i++)
+ {
+ // Check if light is enabled
+ if (lights[i].enabled == 1)
+ {
+ // Calculate lighting based on light type
+ if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
+ else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
+ else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
+
+ // NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
+ }
+ }
+
+ // Calculate final fragment color
+ gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
+}
diff --git a/examples/resources/shaders/glsl100/standard.vs b/examples/resources/shaders/glsl100/standard.vs
new file mode 100644
index 00000000..49c5a3eb
--- /dev/null
+++ b/examples/resources/shaders/glsl100/standard.vs
@@ -0,0 +1,23 @@
+#version 100
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec2 vertexTexCoord;
+attribute vec4 vertexColor;
+
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+uniform mat4 mvpMatrix;
+
+void main()
+{
+ fragPosition = vertexPosition;
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ fragNormal = vertexNormal;
+
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs
index 0307bc06..333d5b05 100644
--- a/examples/resources/shaders/glsl330/bloom.fs
+++ b/examples/resources/shaders/glsl330/bloom.fs
@@ -6,33 +6,35 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+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);
- vec4 tc = 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 i = -4; i < 4; i++)
+ for (int x = -range; x <= range; x++)
{
- for (int j = -3; j < 3; j++)
+ for (int y = -range; y <= range; y++)
{
- sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
+ sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
}
}
-
- // 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;
+ // Calculate final fragment color
+ finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/standard.fs b/examples/resources/shaders/glsl330/standard.fs
new file mode 100644
index 00000000..14497839
--- /dev/null
+++ b/examples/resources/shaders/glsl330/standard.fs
@@ -0,0 +1,150 @@
+#version 330
+
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+in vec4 fragColor;
+in vec3 fragNormal;
+
+out vec4 finalColor;
+
+uniform sampler2D texture0;
+uniform sampler2D texture1;
+uniform sampler2D texture2;
+
+uniform vec4 colAmbient;
+uniform vec4 colDiffuse;
+uniform vec4 colSpecular;
+uniform float glossiness;
+
+uniform int useNormal;
+uniform int useSpecular;
+
+uniform mat4 modelMatrix;
+uniform vec3 viewDir;
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 direction;
+ vec4 diffuse;
+ float intensity;
+ float radius;
+ float coneAngle;
+};
+
+const int maxLights = 8;
+uniform Light lights[maxLights];
+
+vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
+{
+ vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
+ vec3 surfaceToLight = l.position - surfacePos;
+
+ // Diffuse shading
+ float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
+ float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
+
+ // Specular shading
+ float spec = 0.0;
+ if (diff > 0.0)
+ {
+ vec3 h = normalize(-l.direction + v);
+ spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ }
+
+ return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
+{
+ vec3 lightDir = normalize(-l.direction);
+
+ // Diffuse shading
+ float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
+
+ // Specular shading
+ float spec = 0.0;
+ if (diff > 0.0)
+ {
+ vec3 h = normalize(lightDir + v);
+ spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ }
+
+ // Combine results
+ return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
+{
+ vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
+ vec3 lightToSurface = normalize(surfacePos - l.position);
+ vec3 lightDir = normalize(-l.direction);
+
+ // Diffuse shading
+ float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
+
+ // Spot attenuation
+ float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
+ attenuation = dot(lightToSurface, -lightDir);
+
+ float lightToSurfaceAngle = degrees(acos(attenuation));
+ if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
+
+ float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
+
+ // Combine diffuse and attenuation
+ float diffAttenuation = diff*attenuation;
+
+ // Specular shading
+ float spec = 0.0;
+ if (diffAttenuation > 0.0)
+ {
+ vec3 h = normalize(lightDir + v);
+ spec = pow(dot(n, h), 3.0 + glossiness)*s;
+ }
+
+ return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
+}
+
+void main()
+{
+ // Calculate fragment normal in screen space
+ // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
+ mat3 normalMatrix = mat3(modelMatrix);
+ vec3 normal = normalize(normalMatrix*fragNormal);
+
+ // Normalize normal and view direction vectors
+ vec3 n = normalize(normal);
+ vec3 v = normalize(viewDir);
+
+ // Calculate diffuse texture color fetching
+ vec4 texelColor = texture(texture0, fragTexCoord);
+ vec3 lighting = colAmbient.rgb;
+
+ // Calculate normal texture color fetching or set to maximum normal value by default
+ if (useNormal == 1)
+ {
+ n *= texture(texture1, fragTexCoord).rgb;
+ n = normalize(n);
+ }
+
+ // Calculate specular texture color fetching or set to maximum specular value by default
+ float spec = 1.0;
+ if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
+
+ for (int i = 0; i < maxLights; i++)
+ {
+ // Check if light is enabled
+ if (lights[i].enabled == 1)
+ {
+ // Calculate lighting based on light type
+ if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
+ else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
+ else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
+ }
+ }
+
+ // Calculate final fragment color
+ finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
+}
diff --git a/examples/resources/shaders/glsl330/standard.vs b/examples/resources/shaders/glsl330/standard.vs
new file mode 100644
index 00000000..fc0a5ff4
--- /dev/null
+++ b/examples/resources/shaders/glsl330/standard.vs
@@ -0,0 +1,23 @@
+#version 330
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+in vec4 vertexColor;
+
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+uniform mat4 mvpMatrix;
+
+void main()
+{
+ fragPosition = vertexPosition;
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ fragNormal = vertexNormal;
+
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file