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authorvictorfisac <[email protected]>2016-07-18 14:08:34 +0200
committervictorfisac <[email protected]>2016-07-18 14:08:34 +0200
commit7a09043cba1b7d0d59587f82cb0627c965d557b9 (patch)
tree3096a90205a78fb3bb3d28faca2e101cdf479a52 /examples/resources
parent9fea631bfbe3d24565d100b55bbb0c43ae737374 (diff)
parentf5f3b4e095d89cb196f9156ed8fe7da95d697267 (diff)
downloadraylib-7a09043cba1b7d0d59587f82cb0627c965d557b9.tar.gz
raylib-7a09043cba1b7d0d59587f82cb0627c965d557b9.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/audio/2t2m_spa.xmbin0 -> 2287400 bytes
-rw-r--r--examples/resources/shaders/glsl100/distortion.fs20
-rw-r--r--examples/resources/shaders/glsl100/grayscale.fs4
-rw-r--r--examples/resources/shaders/glsl100/swirl.fs8
-rw-r--r--examples/resources/shaders/glsl330/distortion.fs25
-rw-r--r--examples/resources/shaders/glsl330/swirl.fs6
6 files changed, 19 insertions, 44 deletions
diff --git a/examples/resources/audio/2t2m_spa.xm b/examples/resources/audio/2t2m_spa.xm
new file mode 100644
index 00000000..fa416ef2
--- /dev/null
+++ b/examples/resources/audio/2t2m_spa.xm
Binary files differ
diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs
index a0a6cc18..50116ce0 100644
--- a/examples/resources/shaders/glsl100/distortion.fs
+++ b/examples/resources/shaders/glsl100/distortion.fs
@@ -8,28 +8,16 @@ varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D texture0;
-// NOTE: Add here your custom variables
+// 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); //vec2(0.1469278, 0.2350845);
-const vec2 ScaleIn = vec2(4, 2.2222);
-const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
+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);
-/*
-// Another set of default values
-ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
-DistortionK = {1.0, 0.22, 0.24, 0}
-Scale = {0.25, 0.5*AspectRatio, 0, 0}
-ScaleIn = {4.0, 2/AspectRatio, 0, 0}
-Left Screen Center = {0.25, 0.5, 0, 0}
-Left Lens Center = {0.287994117, 0.5, 0, 0}
-Right Screen Center = {0.75, 0.5, 0, 0}
-Right Lens Center = {0.712005913, 0.5, 0, 0}
-*/
-
void main()
{
// The following two variables need to be set per eye
diff --git a/examples/resources/shaders/glsl100/grayscale.fs b/examples/resources/shaders/glsl100/grayscale.fs
index cf857488..15174ea5 100644
--- a/examples/resources/shaders/glsl100/grayscale.fs
+++ b/examples/resources/shaders/glsl100/grayscale.fs
@@ -8,14 +8,14 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
{
// Texel color fetching from texture sampler
- vec4 texelColor = texture2D(texture0, fragTexCoord)*fragTintColor*fragColor;
+ 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));
diff --git a/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs
index 0d6d24f2..ca7668b2 100644
--- a/examples/resources/shaders/glsl100/swirl.fs
+++ b/examples/resources/shaders/glsl100/swirl.fs
@@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
@@ -18,7 +18,7 @@ const float renderHeight = 480.0; // Use uniforms instead...
float radius = 250.0;
float angle = 0.8;
-uniform vec2 center = vec2(200.0, 200.0);
+uniform vec2 center;
void main()
{
@@ -39,7 +39,7 @@ void main()
}
tc += center;
- vec3 color = texture2D(texture0, tc/texSize).rgb;
+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
- gl_FragColor = vec4(color, 1.0);;
+ gl_FragColor = vec4(color.rgb, 1.0);;
} \ No newline at end of file
diff --git a/examples/resources/shaders/glsl330/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs
index 62856341..cb4be8fc 100644
--- a/examples/resources/shaders/glsl330/distortion.fs
+++ b/examples/resources/shaders/glsl330/distortion.fs
@@ -9,29 +9,16 @@ uniform sampler2D texture0;
// Output fragment color
out vec4 finalColor;
-// NOTE: Add here your custom variables
-const vec2 LeftLensCenter = vec2(0.288, 0.5);
-const vec2 RightLensCenter = vec2(0.712, 0.5);
+// 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);
-uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
-uniform vec2 ScaleIn = vec2(4, 2.2222);
-
-const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
+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);
-/*
-// Another set of default values
-ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
-DistortionK = {1.0, 0.22, 0.24, 0}
-Scale = {0.25, 0.5*AspectRatio, 0, 0}
-ScaleIn = {4.0, 2/AspectRatio, 0, 0}
-Left Screen Center = {0.25, 0.5, 0, 0}
-Left Lens Center = {0.287994117, 0.5, 0, 0}
-Right Screen Center = {0.75, 0.5, 0, 0}
-Right Lens Center = {0.712005913, 0.5, 0, 0}
-*/
-
void main()
{
// The following two variables need to be set per eye
diff --git a/examples/resources/shaders/glsl330/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs
index 80c16cc9..5d238ac9 100644
--- a/examples/resources/shaders/glsl330/swirl.fs
+++ b/examples/resources/shaders/glsl330/swirl.fs
@@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
@@ -40,7 +40,7 @@ void main()
}
tc += center;
- vec3 color = texture(texture0, tc/texSize).rgb;
+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
- finalColor = vec4(color, 1.0);;
+ finalColor = vec4(color.rgb, 1.0);;
} \ No newline at end of file