diff options
| author | raysan5 <[email protected]> | 2016-04-07 11:48:09 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2016-04-07 11:48:09 +0200 |
| commit | 78b502b0bf1ee796d86837c611150ed5f8d58fd2 (patch) | |
| tree | f0efc476e32c3141e7a3395f32ac971caa478649 /shaders/gles100 | |
| parent | 3b67a4cfba7d3b5dca805b1d1718fd2c9db64e99 (diff) | |
| download | raylib-78b502b0bf1ee796d86837c611150ed5f8d58fd2.tar.gz raylib-78b502b0bf1ee796d86837c611150ed5f8d58fd2.zip | |
Folders rename for consistency on shaders version
Diffstat (limited to 'shaders/gles100')
| -rw-r--r-- | shaders/gles100/base.vs | 20 | ||||
| -rw-r--r-- | shaders/gles100/bloom.fs | 42 | ||||
| -rw-r--r-- | shaders/gles100/blur.fs | 28 | ||||
| -rw-r--r-- | shaders/gles100/cross_hatching.fs | 44 | ||||
| -rw-r--r-- | shaders/gles100/cross_stitching.fs | 54 | ||||
| -rw-r--r-- | shaders/gles100/dream_vision.fs | 34 | ||||
| -rw-r--r-- | shaders/gles100/fisheye.fs | 40 | ||||
| -rw-r--r-- | shaders/gles100/grayscale.fs | 20 | ||||
| -rw-r--r-- | shaders/gles100/pixel.fs | 28 | ||||
| -rw-r--r-- | shaders/gles100/posterization.fs | 26 | ||||
| -rw-r--r-- | shaders/gles100/predator.fs | 27 | ||||
| -rw-r--r-- | shaders/gles100/scanlines.fs | 41 | ||||
| -rw-r--r-- | shaders/gles100/swirl.fs | 41 | ||||
| -rw-r--r-- | shaders/gles100/template.fs | 19 |
14 files changed, 0 insertions, 464 deletions
diff --git a/shaders/gles100/base.vs b/shaders/gles100/base.vs deleted file mode 100644 index 9f339382..00000000 --- a/shaders/gles100/base.vs +++ /dev/null @@ -1,20 +0,0 @@ -#version 100 - -attribute vec3 vertexPosition; -attribute vec2 vertexTexCoord; -attribute vec3 vertexNormal; - -varying vec2 fragTexCoord; - -uniform mat4 mvpMatrix; - -// NOTE: Add here your custom variables - -void main() -{ - vec3 normal = vertexNormal; - - fragTexCoord = vertexTexCoord; - - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/shaders/gles100/bloom.fs b/shaders/gles100/bloom.fs deleted file mode 100644 index 33754c7e..00000000 --- a/shaders/gles100/bloom.fs +++ /dev/null @@ -1,42 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -void main() -{ - vec4 sum = vec4(0); - vec4 tc = vec4(0); - - for (int i = -4; i < 4; i++) - { - for (int j = -3; j < 3; j++) - { - sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; - } - } - - if (texture2D(texture0, fragTexCoord).r < 0.3) - { - tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord); - } - else - { - if (texture2D(texture0, fragTexCoord).r < 0.5) - { - tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord); - } - else - { - tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord); - } - } - - gl_FragColor = tc; -}
\ No newline at end of file diff --git a/shaders/gles100/blur.fs b/shaders/gles100/blur.fs deleted file mode 100644 index a1069c6f..00000000 --- a/shaders/gles100/blur.fs +++ /dev/null @@ -1,28 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -const float renderWidth = 1280; -const float renderHeight = 720; - -float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 ); -float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 ); - -void main() -{ - vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0]; - - for (int i = 1; i < 3; i++) - { - tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; - tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i]; - } - - gl_FragColor = vec4(tc, 1.0); -}
\ No newline at end of file diff --git a/shaders/gles100/cross_hatching.fs b/shaders/gles100/cross_hatching.fs deleted file mode 100644 index cf01b65e..00000000 --- a/shaders/gles100/cross_hatching.fs +++ /dev/null @@ -1,44 +0,0 @@ -# version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -float hatchOffsetY = 5.0f; -float lumThreshold01 = 0.9f; -float lumThreshold02 = 0.7f; -float lumThreshold03 = 0.5f; -float lumThreshold04 = 0.3f; - -void main() -{ - vec3 tc = vec3(1.0, 1.0, 1.0); - float lum = length(texture2D(texture0, fragTexCoord).rgb); - - if (lum < lumThreshold01) - { - if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); - } - - if (lum < lumThreshold02) - { - if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); - } - - if (lum < lumThreshold03) - { - if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); - } - - if (lum < lumThreshold04) - { - if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); - } - - gl_FragColor = vec4(tc, 1.0); -}
\ No newline at end of file diff --git a/shaders/gles100/cross_stitching.fs b/shaders/gles100/cross_stitching.fs deleted file mode 100644 index f1afef04..00000000 --- a/shaders/gles100/cross_stitching.fs +++ /dev/null @@ -1,54 +0,0 @@ -# version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -const float renderWidth = 1280; -const float renderHeight = 720; - -float stitchingSize = 6.0f; - -uniform int invert = 0; - -vec4 PostFX(sampler2D tex, vec2 uv) -{ - vec4 c = vec4(0.0); - float size = stitchingSize; - vec2 cPos = uv * vec2(renderWidth, renderHeight); - vec2 tlPos = floor(cPos / vec2(size, size)); - tlPos *= size; - - int remX = int(mod(cPos.x, size)); - int remY = int(mod(cPos.y, size)); - - if (remX == 0 && remY == 0) tlPos = cPos; - - vec2 blPos = tlPos; - blPos.y += (size - 1.0); - - if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y))))) - { - if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0); - else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; - } - else - { - if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; - else c = vec4(0.0, 0.0, 0.0, 1.0); - } - - return c; -} - -void main(void) -{ - vec3 tc = PostFX(texture0, fragTexCoord).rgb; - - gl_FragColor = vec4(tc, 1.0); -}
\ No newline at end of file diff --git a/shaders/gles100/dream_vision.fs b/shaders/gles100/dream_vision.fs deleted file mode 100644 index bb828970..00000000 --- a/shaders/gles100/dream_vision.fs +++ /dev/null @@ -1,34 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -void main() -{ - vec4 color = texture2D(texture0, fragTexCoord); - - color += texture2D(texture0, fragTexCoord + 0.001); - color += texture2D(texture0, fragTexCoord + 0.003); - color += texture2D(texture0, fragTexCoord + 0.005); - color += texture2D(texture0, fragTexCoord + 0.007); - color += texture2D(texture0, fragTexCoord + 0.009); - color += texture2D(texture0, fragTexCoord + 0.011); - - color += texture2D(texture0, fragTexCoord - 0.001); - color += texture2D(texture0, fragTexCoord - 0.003); - color += texture2D(texture0, fragTexCoord - 0.005); - color += texture2D(texture0, fragTexCoord - 0.007); - color += texture2D(texture0, fragTexCoord - 0.009); - color += texture2D(texture0, fragTexCoord - 0.011); - - color.rgb = vec3((color.r + color.g + color.b)/3.0); - color = color/9.5; - - gl_FragColor = color; -}
\ No newline at end of file diff --git a/shaders/gles100/fisheye.fs b/shaders/gles100/fisheye.fs deleted file mode 100644 index e7a4485c..00000000 --- a/shaders/gles100/fisheye.fs +++ /dev/null @@ -1,40 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -const float PI = 3.1415926535; - -void main() -{ - float aperture = 178.0f; - float apertureHalf = 0.5 * aperture * (PI / 180.0); - float maxFactor = sin(apertureHalf); - - vec2 uv = vec2(0); - vec2 xy = 2.0 * fragTexCoord.xy - 1.0; - float d = length(xy); - - if (d < (2.0 - maxFactor)) - { - d = length(xy * maxFactor); - float z = sqrt(1.0 - d * d); - float r = atan(d, z) / PI; - float phi = atan(xy.y, xy.x); - - uv.x = r * cos(phi) + 0.5; - uv.y = r * sin(phi) + 0.5; - } - else - { - uv = fragTexCoord.xy; - } - - gl_FragColor = texture2D(texture0, uv); -}
\ No newline at end of file diff --git a/shaders/gles100/grayscale.fs b/shaders/gles100/grayscale.fs deleted file mode 100644 index e55545e2..00000000 --- a/shaders/gles100/grayscale.fs +++ /dev/null @@ -1,20 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -void main() -{ - vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor; - - // Convert to grayscale using NTSC conversion weights - float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); - - gl_FragColor = vec4(gray, gray, gray, fragTintColor.a); -}
\ No newline at end of file diff --git a/shaders/gles100/pixel.fs b/shaders/gles100/pixel.fs deleted file mode 100644 index 552e8900..00000000 --- a/shaders/gles100/pixel.fs +++ /dev/null @@ -1,28 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -const float renderWidth = 1280; -const float renderHeight = 720; - -uniform float pixelWidth = 5.0f; -uniform float pixelHeight = 5.0f; - -void main() -{ - float dx = pixelWidth*(1.0/renderWidth); - float dy = pixelHeight*(1.0/renderHeight); - - vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy)); - - vec3 tc = texture2D(texture0, coord).rgb; - - gl_FragColor = vec4(tc, 1.0); -}
\ No newline at end of file diff --git a/shaders/gles100/posterization.fs b/shaders/gles100/posterization.fs deleted file mode 100644 index 4f4c4b93..00000000 --- a/shaders/gles100/posterization.fs +++ /dev/null @@ -1,26 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -float gamma = 0.6; -float numColors = 8.0; - -void main() -{ - vec3 color = texture2D(texture0, fragTexCoord.xy).rgb; - - color = pow(color, vec3(gamma, gamma, gamma)); - color = color*numColors; - color = floor(color); - color = color/numColors; - color = pow(color, vec3(1.0/gamma)); - - gl_FragColor = vec4(color, 1.0); -}
\ No newline at end of file diff --git a/shaders/gles100/predator.fs b/shaders/gles100/predator.fs deleted file mode 100644 index 2fbdc7af..00000000 --- a/shaders/gles100/predator.fs +++ /dev/null @@ -1,27 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -void main() -{ - vec3 color = texture2D(texture0, fragTexCoord).rgb; - vec3 colors[3]; - colors[0] = vec3(0.0, 0.0, 1.0); - colors[1] = vec3(1.0, 1.0, 0.0); - colors[2] = vec3(1.0, 0.0, 0.0); - - float lum = (color.r + color.g + color.b)/3.0; - - int ix = (lum < 0.5)? 0:1; - - vec3 tc = mix(colors[ix], colors[ix+1], (lum-float(ix)*0.5)/0.5); - - gl_FragColor = vec4(tc, 1.0); -}
\ No newline at end of file diff --git a/shaders/gles100/scanlines.fs b/shaders/gles100/scanlines.fs deleted file mode 100644 index 85de158d..00000000 --- a/shaders/gles100/scanlines.fs +++ /dev/null @@ -1,41 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -float offset = 0; -float frequency = 720/3.0; - -uniform float time; - -void main (void) -{ -/* - // Scanlines method 1 - float tval = 0; //time - vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval)); - - vec4 color = texture2D(texture0, fragTexCoord); - - color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0); - color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y); - color *= vec4(0.8, 1.0, 0.7, 1); - color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0); - color *= 0.97 + 0.03*sin(110.0*tval); - - fragColor = color; -*/ - // Scanlines method 2 - float globalPos = (fragTexCoord.y + offset) * frequency; - float wavePos = cos((fract(globalPos) - 0.5)*3.14); - - vec4 color = texture2D(texture0, fragTexCoord); - - gl_FragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos); -}
\ No newline at end of file diff --git a/shaders/gles100/swirl.fs b/shaders/gles100/swirl.fs deleted file mode 100644 index b0d54b23..00000000 --- a/shaders/gles100/swirl.fs +++ /dev/null @@ -1,41 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -const float renderWidth = 1280; -const float renderHeight = 720; - -float radius = 250.0; -float angle = 0.8; - -uniform vec2 center = vec2(200, 200); - -void main (void) -{ - vec2 texSize = vec2(renderWidth, renderHeight); - vec2 tc = fragTexCoord*texSize; - tc -= center; - float dist = length(tc); - - if (dist < radius) - { - float percent = (radius - dist)/radius; - float theta = percent*percent*angle*8.0; - float s = sin(theta); - float c = cos(theta); - - tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); - } - - tc += center; - vec3 color = texture2D(texture0, tc/texSize).rgb; - - gl_FragColor = vec4(color, 1.0);; -}
\ No newline at end of file diff --git a/shaders/gles100/template.fs b/shaders/gles100/template.fs deleted file mode 100644 index 1f4b8ccf..00000000 --- a/shaders/gles100/template.fs +++ /dev/null @@ -1,19 +0,0 @@ -#version 100 - -precision mediump float; - -varying vec2 fragTexCoord; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -void main() -{ - vec4 texelColor = texture2D(texture0, fragTexCoord); - - // NOTE: Implement here your fragment shader code - - gl_FragColor = texelColor*fragTintColor; -}
\ No newline at end of file |
