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authorRay <[email protected]>2021-03-17 19:18:31 +0100
committerRay <[email protected]>2021-03-17 19:18:31 +0100
commitbae423be4110a11eb97c64b064a8cbcdfd5306eb (patch)
treee1cb8b18aaf69f5069c177ddeb80df6b49c30ca3 /examples/shaders/resources
parentff6d5c8ddbc3e49ee24a077086df5b2d6af52a5e (diff)
downloadraylib-bae423be4110a11eb97c64b064a8cbcdfd5306eb.tar.gz
raylib-bae423be4110a11eb97c64b064a8cbcdfd5306eb.zip
Create reload.fs
Diffstat (limited to 'examples/shaders/resources')
-rw-r--r--examples/shaders/resources/shaders/glsl100/reload.fs39
1 files changed, 39 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/reload.fs b/examples/shaders/resources/shaders/glsl100/reload.fs
new file mode 100644
index 00000000..eda00ae3
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/reload.fs
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+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord; // Texture coordinates (sampler2D)
+varying vec4 fragColor; // Tint 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
+ gl_FragColor = mix(layer1, layer2, layer2.a);
+}