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authorRay <[email protected]>2019-04-11 16:53:20 +0200
committerRay <[email protected]>2019-04-11 16:53:20 +0200
commit129703fad18b478d015a520524d46ab4afa2cb79 (patch)
tree4155ff93f5f118ae50f11f7dcb6cc7644664f085 /examples/shaders/resources
parent6fc97643bf564ec2f616ba3114230c78ed1c265e (diff)
downloadraylib-129703fad18b478d015a520524d46ab4afa2cb79.tar.gz
raylib-129703fad18b478d015a520524d46ab4afa2cb79.zip
new example: shaders_texture_drawing
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl330/cubes_panning.fs61
1 files changed, 61 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/cubes_panning.fs b/examples/shaders/resources/shaders/glsl330/cubes_panning.fs
new file mode 100644
index 00000000..c92418a4
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/cubes_panning.fs
@@ -0,0 +1,61 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Output fragment color
+out vec4 finalColor;
+
+// Custom variables
+#define PI 3.14159265358979323846
+uniform float uTime = 0.0;
+
+float divisions = 5.0;
+float angle = 0.0;
+
+vec2 VectorRotateTime(vec2 v, float speed)
+{
+ float time = uTime*speed;
+ float localTime = fract(time); // The time domain this works on is 1 sec.
+
+ if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
+ else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2);
+ else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
+ else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4*sin(2*PI*localTime);
+
+ // Rotate vector by angle
+ v -= 0.5;
+ v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
+ v += 0.5;
+
+ return v;
+}
+
+float Rectangle(in vec2 st, in float size, in float fill)
+{
+ float roundSize = 0.5 - size/2.0;
+ float left = step(roundSize, st.x);
+ float top = step(roundSize, st.y);
+ float bottom = step(roundSize, 1.0 - st.y);
+ float right = step(roundSize, 1.0 - st.x);
+
+ return (left*bottom*right*top)*fill;
+}
+
+void main()
+{
+ vec2 fragPos = fragTexCoord;
+ fragPos.xy += uTime/9.0;
+
+ fragPos *= divisions;
+ vec2 ipos = floor(fragPos); // Get the integer coords
+ vec2 fpos = fract(fragPos); // Get the fractional coords
+
+ fpos = VectorRotateTime(fpos, 0.2);
+
+ float alpha = Rectangle(fpos, 0.216, 1.0);
+ vec3 color = vec3(0.3, 0.3, 0.3);
+
+ finalColor = vec4(color, alpha);
+} \ No newline at end of file