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| author | Jussi Viitala <[email protected]> | 2023-11-18 21:02:33 +0200 |
|---|---|---|
| committer | GitHub <[email protected]> | 2023-11-18 20:02:33 +0100 |
| commit | 25c6c12150d6f0aeea83d55d1a0f16e12a3effd3 (patch) | |
| tree | b42d7be21d1e0d48a829c0ba0d5ea5f99fa5d2f3 /examples/shaders/resources | |
| parent | f607cac267ae21e9b6392dc510f389b43c9e63f4 (diff) | |
| download | raylib-25c6c12150d6f0aeea83d55d1a0f16e12a3effd3.tar.gz raylib-25c6c12150d6f0aeea83d55d1a0f16e12a3effd3.zip | |
Added glsl 100 and 120 shaders to lightmap example. (#3543)
* Added glsl 100 and 120 shaders to lightmap example.
* Fixed lightmap example resource loading on web.
Diffstat (limited to 'examples/shaders/resources')
4 files changed, 104 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/lightmap.fs b/examples/shaders/resources/shaders/glsl100/lightmap.fs new file mode 100644 index 00000000..9f0bcd27 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/lightmap.fs @@ -0,0 +1,22 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec2 fragTexCoord2; +varying vec3 fragPosition; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform sampler2D texture1; + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord); + vec4 texelColor2 = texture2D(texture1, fragTexCoord2); + + gl_FragColor = texelColor * texelColor2; +} diff --git a/examples/shaders/resources/shaders/glsl100/lightmap.vs b/examples/shaders/resources/shaders/glsl100/lightmap.vs new file mode 100644 index 00000000..f5d87b3e --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/lightmap.vs @@ -0,0 +1,31 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec2 vertexTexCoord2; +attribute vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matModel; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec2 fragTexCoord2; +varying vec4 fragColor; + +// NOTE: Add here your custom variables + +void main() +{ + // Send vertex attributes to fragment shader + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); + fragTexCoord = vertexTexCoord; + fragTexCoord2 = vertexTexCoord2; + fragColor = vertexColor; + + // Calculate final vertex position + gl_Position = mvp*vec4(vertexPosition, 1.0); +} diff --git a/examples/shaders/resources/shaders/glsl120/lightmap.fs b/examples/shaders/resources/shaders/glsl120/lightmap.fs new file mode 100644 index 00000000..93a0609e --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/lightmap.fs @@ -0,0 +1,20 @@ +#version 120 + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec2 fragTexCoord2; +varying vec3 fragPosition; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform sampler2D texture1; + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord); + vec4 texelColor2 = texture2D(texture1, fragTexCoord2); + + gl_FragColor = texelColor * texelColor2; +} diff --git a/examples/shaders/resources/shaders/glsl120/lightmap.vs b/examples/shaders/resources/shaders/glsl120/lightmap.vs new file mode 100644 index 00000000..9847b253 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/lightmap.vs @@ -0,0 +1,31 @@ +#version 120 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec2 vertexTexCoord2; +attribute vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matModel; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec2 fragTexCoord2; +varying vec4 fragColor; + +// NOTE: Add here your custom variables + +void main() +{ + // Send vertex attributes to fragment shader + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); + fragTexCoord = vertexTexCoord; + fragTexCoord2 = vertexTexCoord2; + fragColor = vertexColor; + + // Calculate final vertex position + gl_Position = mvp*vec4(vertexPosition, 1.0); +} |
