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authorraysan5 <[email protected]>2021-10-12 13:36:31 +0200
committerraysan5 <[email protected]>2021-10-12 13:36:31 +0200
commit1b91ac0b0d78d10605a892c62914169865c2a138 (patch)
treecfcc705ac97c097cd767f6450b90590fa9950859 /examples/shaders
parent599d6e810fde0150027ace2e30f6a021126843b3 (diff)
downloadraylib-1b91ac0b0d78d10605a892c62914169865c2a138.tar.gz
raylib-1b91ac0b0d78d10605a892c62914169865c2a138.zip
REVIEWED: EXAMPLE: shaders_shapes_outline
Removed unneeded resources to use raylib ones.
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/resources/LICENSE.md2
-rw-r--r--examples/shaders/resources/egg.pngbin316 -> 0 bytes
-rw-r--r--examples/shaders/resources/shaders/glsl330/outline.fs37
-rw-r--r--examples/shaders/resources/torus.pngbin446 -> 0 bytes
-rw-r--r--examples/shaders/shaders_texture_outline.c (renamed from examples/shaders/shaders_shapes_outline.c)41
-rw-r--r--examples/shaders/shaders_texture_outline.pngbin0 -> 264137 bytes
6 files changed, 45 insertions, 35 deletions
diff --git a/examples/shaders/resources/LICENSE.md b/examples/shaders/resources/LICENSE.md
index b08a555a..96458eca 100644
--- a/examples/shaders/resources/LICENSE.md
+++ b/examples/shaders/resources/LICENSE.md
@@ -9,5 +9,3 @@
| raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| space.png | ❔ | ❔ | - |
| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
-| egg.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
-| torus.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
diff --git a/examples/shaders/resources/egg.png b/examples/shaders/resources/egg.png
deleted file mode 100644
index c8524952..00000000
--- a/examples/shaders/resources/egg.png
+++ /dev/null
Binary files differ
diff --git a/examples/shaders/resources/shaders/glsl330/outline.fs b/examples/shaders/resources/shaders/glsl330/outline.fs
index c1be1b5d..804a1a59 100644
--- a/examples/shaders/resources/shaders/glsl330/outline.fs
+++ b/examples/shaders/resources/shaders/glsl330/outline.fs
@@ -7,30 +7,29 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
-uniform vec2 texScale;
+
+uniform vec2 textureSize;
+uniform float outlineSize;
+uniform vec4 outlineColor;
// Output fragment color
out vec4 finalColor;
-// Function for drawing outlines on alpha-blended textures
-vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol)
+void main()
{
- vec2 texelScale = 1.0 / lineScale;
- vec4 center = texture(tex, uv); // We sample the center texel, (with all color data)
- // Next we sample four corner texels, but only for the alpha channel (this is for the outline)
- vec4 corners;
- corners.x = texture(tex, uv+vec2( texelScale.x, texelScale.y)).a;
- corners.y = texture(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
- corners.z = texture(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
- corners.w = texture(tex, uv+vec2(-texelScale.x,-texelScale.y)).a;
+ vec4 texel = texture(texture0, fragTexCoord); // Get texel color
+ vec2 texelScale = vec2(0.0);
+ texelScale.x = outlineSize/textureSize.x;
+ texelScale.y = outlineSize/textureSize.y;
+
+ // We sample four corner texels, but only for the alpha channel (this is for the outline)
+ vec4 corners = vec4(0.0);
+ corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
+ corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
+ corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
+ corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
float outline = min(dot(corners, vec4(1.0)), 1.0);
- vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline);
- col = mix(col, center, center.a);
- return col;
-}
-
-void main()
-{
- finalColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0));
+ vec4 color = mix(vec4(0.0), outlineColor, outline);
+ finalColor = mix(color, texel, texel.a);
} \ No newline at end of file
diff --git a/examples/shaders/resources/torus.png b/examples/shaders/resources/torus.png
deleted file mode 100644
index 399d7825..00000000
--- a/examples/shaders/resources/torus.png
+++ /dev/null
Binary files differ
diff --git a/examples/shaders/shaders_shapes_outline.c b/examples/shaders/shaders_texture_outline.c
index 30194c4b..c40abf95 100644
--- a/examples/shaders/shaders_shapes_outline.c
+++ b/examples/shaders/shaders_texture_outline.c
@@ -5,12 +5,10 @@
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
-* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
-*
* This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Example contributed by Samuel Skiff (@GoldenThumbs)
+* Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
*
@@ -33,13 +31,23 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
- Texture2D egg = LoadTexture("resources/egg.png");
- Texture2D torus = LoadTexture("resources/torus.png");
+ Texture2D texture = LoadTexture("resources/fudesumi.png");
+
Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
- float outlineScale = 16.0f;
- float textureScale[2] = { 16.0f*4, 16.0f*4 };
- SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2);
+ float outlineSize = 2.0f;
+ float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color
+ float textureSize[2] = { (float)texture.width, (float)texture.height };
+
+ // Get shader locations
+ int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
+ int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
+ int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
+
+ // Set shader values (they can be changed later)
+ SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
+ SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
+ SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -49,7 +57,10 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- // TODO: Update your variables here
+ outlineSize += GetMouseWheelMove();
+ if (outlineSize < 1.0f) outlineSize = 1.0f;
+
+ SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
@@ -59,11 +70,14 @@ int main(void)
ClearBackground(RAYWHITE);
BeginShaderMode(shdrOutline);
- DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE);
- DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE);
+
+ DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
+
EndShaderMode();
- DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY);
+ DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
+
+ DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
DrawFPS(710, 10);
@@ -73,8 +87,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadTexture(egg);
- UnloadTexture(torus);
+ UnloadTexture(texture);
UnloadShader(shdrOutline);
CloseWindow(); // Close window and OpenGL context
diff --git a/examples/shaders/shaders_texture_outline.png b/examples/shaders/shaders_texture_outline.png
new file mode 100644
index 00000000..85c69b18
--- /dev/null
+++ b/examples/shaders/shaders_texture_outline.png
Binary files differ