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| author | raysan5 <[email protected]> | 2020-08-16 11:18:25 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-08-16 11:18:25 +0200 |
| commit | 26f6a64a39671487f5d1eeeffe7fce6538669051 (patch) | |
| tree | fc10180da0a47da79796d58e97ca3da1c9e901e8 /examples/shaders/resources | |
| parent | ebdeab7e2566aa131d6066aa7bad91b64fd27d07 (diff) | |
| download | raylib-26f6a64a39671487f5d1eeeffe7fce6538669051.tar.gz raylib-26f6a64a39671487f5d1eeeffe7fce6538669051.zip | |
NEW EXAMPLE: shaders_hot_reloading #1198
Diffstat (limited to 'examples/shaders/resources')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl330/reload.fs | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/reload.fs b/examples/shaders/resources/shaders/glsl330/reload.fs new file mode 100644 index 00000000..9891a4b5 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/reload.fs @@ -0,0 +1,40 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; // Texture coordinates (sampler2D) +in vec4 fragColor; // Tint color + +// Output fragment color +out vec4 finalColor; // Output fragment color + +// Uniform inputs +uniform vec2 resolution; // Viewport resolution (in pixels) +uniform vec2 mouse; // Mouse pixel xy coordinates +uniform float time; // Total run time (in secods) + +// Draw circle +vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color) +{ + float d = length(position - fragCoord) - radius; + float t = clamp(d, 0.0, 1.0); + return vec4(color, 1.0 - t); +} + +void main() +{ + vec2 fragCoord = gl_FragCoord.xy; + vec2 position = vec2(mouse.x, resolution.y - mouse.y); + float radius = 40.0; + + // Draw background layer + vec4 colorA = vec4(0.2,0.2,0.8, 1.0); + vec4 colorB = vec4(1.0,0.7,0.2, 1.0); + vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1))); + + // Draw circle layer + vec3 color = vec3(0.9, 0.16, 0.21); + vec4 layer2 = DrawCircle(fragCoord, position, radius, color); + + // Blend the two layers + finalColor = mix(layer1, layer2, layer2.a); +} |
