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authorRay <[email protected]>2020-03-02 13:27:54 +0100
committerRay <[email protected]>2020-03-02 13:27:54 +0100
commit485787059a00e54287f465464ce6e430fe9488c6 (patch)
treeb21425bbdd37196c3237cd7fe832d1994b634b7e /examples/shaders
parent08615d3247c46aebd21ad8a9efc2c158c1b4b922 (diff)
downloadraylib-485787059a00e54287f465464ce6e430fe9488c6.tar.gz
raylib-485787059a00e54287f465464ce6e430fe9488c6.zip
Review shader exaples to work on web (GLSL 100)
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/resources/shaders/glsl100/base.fs1
-rw-r--r--examples/shaders/resources/shaders/glsl100/base_lighting.vs59
-rw-r--r--examples/shaders/resources/shaders/glsl100/fog.fs94
-rw-r--r--examples/shaders/resources/shaders/glsl100/lighting.fs81
-rw-r--r--examples/shaders/resources/shaders/glsl100/mask.fs24
-rw-r--r--examples/shaders/resources/shaders/glsl330/base_lighting.vs (renamed from examples/shaders/resources/shaders/glsl330/basic_lighting.vs)2
-rw-r--r--examples/shaders/resources/shaders/glsl330/fog.fs20
-rw-r--r--examples/shaders/resources/shaders/glsl330/fog.vs32
-rw-r--r--examples/shaders/resources/shaders/glsl330/lighting.fs (renamed from examples/shaders/resources/shaders/glsl330/basic_lighting.fs)2
-rw-r--r--examples/shaders/resources/shaders/glsl330/mask.fs7
-rw-r--r--examples/shaders/resources/shaders/glsl330/mask.vs21
-rw-r--r--examples/shaders/shaders_basic_lighting.c4
-rw-r--r--examples/shaders/shaders_fog.c9
-rw-r--r--examples/shaders/shaders_simple_mask.c12
14 files changed, 291 insertions, 77 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/base.fs b/examples/shaders/resources/shaders/glsl100/base.fs
index b004ba0b..c1126423 100644
--- a/examples/shaders/resources/shaders/glsl100/base.fs
+++ b/examples/shaders/resources/shaders/glsl100/base.fs
@@ -11,7 +11,6 @@ uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
-uniform vec2 resolution = vec2(800, 450);
void main()
{
diff --git a/examples/shaders/resources/shaders/glsl100/base_lighting.vs b/examples/shaders/resources/shaders/glsl100/base_lighting.vs
new file mode 100644
index 00000000..5245c615
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/base_lighting.vs
@@ -0,0 +1,59 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+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 vec4 fragColor;
+varying vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+// https://github.com/glslify/glsl-inverse
+mat3 inverse(mat3 m)
+{
+ float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
+ float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
+ float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
+
+ float b01 = a22*a11 - a12*a21;
+ float b11 = -a22*a10 + a12*a20;
+ float b21 = a21*a10 - a11*a20;
+
+ float det = a00*b01 + a01*b11 + a02*b21;
+
+ return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
+ b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
+ b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
+}
+
+// https://github.com/glslify/glsl-transpose
+mat3 transpose(mat3 m)
+{
+ return mat3(m[0][0], m[1][0], m[2][0],
+ m[0][1], m[1][1], m[2][1],
+ m[0][2], m[1][2], m[2][2]);
+}
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+ fragNormal = normalize(normalMatrix*vertexNormal);
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+}
diff --git a/examples/shaders/resources/shaders/glsl100/fog.fs b/examples/shaders/resources/shaders/glsl100/fog.fs
new file mode 100644
index 00000000..eeb2150f
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/fog.fs
@@ -0,0 +1,94 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct MaterialProperty {
+ vec3 color;
+ int useSampler;
+ sampler2D sampler;
+};
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 target;
+ vec4 color;
+};
+
+// Input lighting values
+uniform Light lights[MAX_LIGHTS];
+uniform vec4 ambient;
+uniform vec3 viewPos;
+uniform float fogDensity;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec3 lightDot = vec3(0.0);
+ vec3 normal = normalize(fragNormal);
+ vec3 viewD = normalize(viewPos - fragPosition);
+ vec3 specular = vec3(0.0);
+
+ // NOTE: Implement here your fragment shader code
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].enabled == 1)
+ {
+ vec3 light = vec3(0.0);
+
+ if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
+ if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
+
+ float NdotL = max(dot(normal, light), 0.0);
+ lightDot += lights[i].color.rgb*NdotL;
+
+ float specCo = 0.0;
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
+ specular += specCo;
+ }
+ }
+
+ vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
+ finalColor += texelColor*(ambient/10.0);
+
+ // Gamma correction
+ finalColor = pow(finalColor, vec4(1.0/2.2));
+
+ // Fog calculation
+ float dist = length(viewPos - fragPosition);
+
+ // these could be parameters...
+ const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
+ //const float fogDensity = 0.16;
+
+ // Exponential fog
+ float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
+
+ // Linear fog (less nice)
+ //const float fogStart = 2.0;
+ //const float fogEnd = 10.0;
+ //float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
+
+ fogFactor = clamp(fogFactor, 0.0, 1.0);
+
+ gl_FragColor = mix(fogColor, finalColor, fogFactor);
+}
diff --git a/examples/shaders/resources/shaders/glsl100/lighting.fs b/examples/shaders/resources/shaders/glsl100/lighting.fs
new file mode 100644
index 00000000..5e4ff64c
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/lighting.fs
@@ -0,0 +1,81 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct MaterialProperty {
+ vec3 color;
+ int useSampler;
+ sampler2D sampler;
+};
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 target;
+ vec4 color;
+};
+
+// Input lighting values
+uniform Light lights[MAX_LIGHTS];
+uniform vec4 ambient;
+uniform vec3 viewPos;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec3 lightDot = vec3(0.0);
+ vec3 normal = normalize(fragNormal);
+ vec3 viewD = normalize(viewPos - fragPosition);
+ vec3 specular = vec3(0.0);
+
+ // NOTE: Implement here your fragment shader code
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].enabled == 1)
+ {
+ vec3 light = vec3(0.0);
+
+ if (lights[i].type == LIGHT_DIRECTIONAL)
+ {
+ light = -normalize(lights[i].target - lights[i].position);
+ }
+
+ if (lights[i].type == LIGHT_POINT)
+ {
+ light = normalize(lights[i].position - fragPosition);
+ }
+
+ float NdotL = max(dot(normal, light), 0.0);
+ lightDot += lights[i].color.rgb*NdotL;
+
+ float specCo = 0.0;
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
+ specular += specCo;
+ }
+ }
+
+ vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
+ finalColor += texelColor*(ambient/10.0);
+
+ // Gamma correction
+ gl_FragColor = pow(finalColor, vec4(1.0/2.2));
+}
diff --git a/examples/shaders/resources/shaders/glsl100/mask.fs b/examples/shaders/resources/shaders/glsl100/mask.fs
new file mode 100644
index 00000000..20710620
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/mask.fs
@@ -0,0 +1,24 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform sampler2D mask;
+uniform vec4 colDiffuse;
+uniform int frame;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 maskColour = texture2D(mask, fragTexCoord + vec2(sin(-float(frame)/150.0)/10.0, cos(-float(frame)/170.0)/10.0));
+ if (maskColour.r < 0.25) discard;
+ vec4 texelColor = texture2D(texture0, fragTexCoord + vec2(sin(float(frame)/90.0)/8.0, cos(float(frame)/60.0)/8.0));
+
+ gl_FragColor = texelColor*maskColour;
+}
diff --git a/examples/shaders/resources/shaders/glsl330/basic_lighting.vs b/examples/shaders/resources/shaders/glsl330/base_lighting.vs
index 509954dd..f1b75d79 100644
--- a/examples/shaders/resources/shaders/glsl330/basic_lighting.vs
+++ b/examples/shaders/resources/shaders/glsl330/base_lighting.vs
@@ -21,7 +21,7 @@ out vec3 fragNormal;
void main()
{
// Send vertex attributes to fragment shader
- fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
diff --git a/examples/shaders/resources/shaders/glsl330/fog.fs b/examples/shaders/resources/shaders/glsl330/fog.fs
index 57ed1480..2160f31b 100644
--- a/examples/shaders/resources/shaders/glsl330/fog.fs
+++ b/examples/shaders/resources/shaders/glsl330/fog.fs
@@ -55,25 +55,21 @@ void main()
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
- if (lights[i].type == LIGHT_DIRECTIONAL) {
- light = -normalize(lights[i].target - lights[i].position);
- }
- if (lights[i].type == LIGHT_POINT) {
- light = normalize(lights[i].position - fragPosition);
- }
+
+ if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
+ if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
+
float NdotL = max(dot(normal, light), 0.0);
- lightDot += lights[i].color.rgb * NdotL;
+ lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
- if(NdotL > 0.0)
- specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16);//16 =shine
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
specular += specCo;
-
}
}
- finalColor = (texelColor * ((colDiffuse+vec4(specular,1)) * vec4(lightDot, 1.0)));
- finalColor += texelColor * (ambient/10.0);
+ finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
+ finalColor += texelColor*(ambient/10.0);
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));
diff --git a/examples/shaders/resources/shaders/glsl330/fog.vs b/examples/shaders/resources/shaders/glsl330/fog.vs
deleted file mode 100644
index 00779cfa..00000000
--- a/examples/shaders/resources/shaders/glsl330/fog.vs
+++ /dev/null
@@ -1,32 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-in vec4 vertexColor;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matModel;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-out vec4 fragColor;
-out vec3 fragPosition;
-out vec3 fragNormal;
-
-// NOTE: Add here your custom variables
-
-void main()
-{
- // Send vertex attributes to fragment shader
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
- fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
- mat3 normalMatrix = transpose(inverse(mat3(matModel)));
- fragNormal = normalize(normalMatrix*vertexNormal);
-
- // Calculate final vertex position
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-}
diff --git a/examples/shaders/resources/shaders/glsl330/basic_lighting.fs b/examples/shaders/resources/shaders/glsl330/lighting.fs
index 50b41f09..33fa8f9a 100644
--- a/examples/shaders/resources/shaders/glsl330/basic_lighting.fs
+++ b/examples/shaders/resources/shaders/glsl330/lighting.fs
@@ -69,7 +69,7 @@ void main()
lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
- if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16); // 16 refers to shine
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
specular += specCo;
}
}
diff --git a/examples/shaders/resources/shaders/glsl330/mask.fs b/examples/shaders/resources/shaders/glsl330/mask.fs
index a0627909..a93bed07 100644
--- a/examples/shaders/resources/shaders/glsl330/mask.fs
+++ b/examples/shaders/resources/shaders/glsl330/mask.fs
@@ -2,6 +2,7 @@
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
+in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
@@ -13,9 +14,9 @@ out vec4 finalColor;
void main()
{
- vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0));
+ vec4 maskColour = texture(mask, fragTexCoord + vec2(sin(-frame/150.0)/10.0, cos(-frame/170.0)/10.0));
if (maskColour.r < 0.25) discard;
- vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0));
+ vec4 texelColor = texture(texture0, fragTexCoord + vec2(sin(frame/90.0)/8.0, cos(frame/60.0)/8.0));
- finalColor = texelColor * maskColour;
+ finalColor = texelColor*maskColour;
}
diff --git a/examples/shaders/resources/shaders/glsl330/mask.vs b/examples/shaders/resources/shaders/glsl330/mask.vs
deleted file mode 100644
index 66a15161..00000000
--- a/examples/shaders/resources/shaders/glsl330/mask.vs
+++ /dev/null
@@ -1,21 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matModel;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-
-void main()
-{
- // Send vertex attributes to fragment shader
- fragTexCoord = vertexTexCoord;
-
- // Calculate final vertex position
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-}
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c
index 74bf2775..a5bb145a 100644
--- a/examples/shaders/shaders_basic_lighting.c
+++ b/examples/shaders/shaders_basic_lighting.c
@@ -69,8 +69,8 @@ int main(void)
modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
- Shader shader = LoadShader("resources/shaders/glsl330/basic_lighting.vs",
- "resources/shaders/glsl330/basic_lighting.fs");
+ Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some shader loactions
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
diff --git a/examples/shaders/shaders_fog.c b/examples/shaders/shaders_fog.c
index e8f2691d..53fd9407 100644
--- a/examples/shaders/shaders_fog.c
+++ b/examples/shaders/shaders_fog.c
@@ -32,6 +32,12 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
int main(void)
{
// Initialization
@@ -61,7 +67,8 @@ int main(void)
modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
// Load shader and set up some uniforms
- Shader shader = LoadShader("resources/shaders/glsl330/fog.vs", "resources/shaders/glsl330/fog.fs");
+ Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/fog.fs", GLSL_VERSION));
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
diff --git a/examples/shaders/shaders_simple_mask.c b/examples/shaders/shaders_simple_mask.c
index c8762be3..88163b34 100644
--- a/examples/shaders/shaders_simple_mask.c
+++ b/examples/shaders/shaders_simple_mask.c
@@ -21,6 +21,12 @@
#include "raylib.h"
#include "raymath.h"
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
int main(void)
{
// Initialization
@@ -50,8 +56,8 @@ int main(void)
Model model3 = LoadModelFromMesh(sphere);
// Load the shader
- Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", "resources/shaders/glsl330/mask.fs");
-
+ Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
+
// Load and apply the diffuse texture (colour map)
Texture texDiffuse = LoadTexture("resources/plasma.png");
model1.materials[0].maps[MAP_DIFFUSE].texture = texDiffuse;
@@ -66,7 +72,7 @@ int main(void)
shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
// Frame is incremented each frame to animate the shader
- int shaderFrame = GetShaderLocation(shader, "framesCounter");
+ int shaderFrame = GetShaderLocation(shader, "frame");
// Apply the shader to the two models
model1.materials[0].shader = shader;