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Sync of all the shaders from upstream + LoadFontData did not match anymore with C and crashed on MacOS

This commit is contained in:
Meatcorps 2026-05-24 12:19:24 +02:00
commit 7cd46c491f
82 changed files with 767 additions and 753 deletions

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@ -41,7 +41,7 @@ public class FontSdf
// Loading font data from memory data
// Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array)
fontDefault.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 95, FontType.Default);
fontDefault.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 95, FontType.Default, &fontDefault.GlyphCount);
// Parameters > chars count: 95, font size: 16, chars padding in image: 4 px, pack method: 0 (default)
Image atlas = GenImageFontAtlas(fontDefault.Glyphs, &fontDefault.Recs, 95, 16, 4, 0);
fontDefault.Texture = LoadTextureFromImage(atlas);
@ -52,7 +52,7 @@ public class FontSdf
fontSDF.BaseSize = 16;
fontSDF.GlyphCount = 95;
// Parameters > font size: 16, no chars array provided (0), chars count: 0 (defaults to 95)
fontSDF.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 0, FontType.Sdf);
fontSDF.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 0, FontType.Sdf, &fontDefault.GlyphCount);
// Parameters > chars count: 95, font size: 16, chars padding in image: 0 px, pack method: 1 (Skyline algorythm)
atlas = GenImageFontAtlas(fontSDF.Glyphs, &fontSDF.Recs, 95, 16, 0, 1);
fontSDF.Texture = LoadTextureFromImage(atlas);

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -10,11 +10,11 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // lower = smaller glow, better quality
const vec2 size = vec2(800, 450); // Framebuffer size
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
void main()
{

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

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@ -16,7 +16,7 @@ float angle = 0.0;
vec2 VectorRotateTime(vec2 v, float speed)
{
float time = uTime*speed;
float localTime = fract(time); // The time domain this works on is 1 sec.
float localTime = fract(time); // The time domain this works on is 1 sec
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -7,12 +7,12 @@ precision mediump float;
The Sieve of Eratosthenes -- a simple shader by ProfJski
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
The screen is divided into a square grid of boxes, each representing an integer value.
Each integer is tested to see if it is a prime number. Primes are colored white.
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
The screen is divided into a square grid of boxes, each representing an integer value
Each integer is tested to see if it is a prime number. Primes are colored white
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer
You can change the scale variable to make a larger or smaller grid.
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
You can change the scale variable to make a larger or smaller grid
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers
WARNING: If you make scale too large, your GPU may bog down!
@ -38,7 +38,7 @@ vec4 Colorizer(float counter, float maxSize)
void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
int valuei = int(value);

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const float PI = 3.1415926535;

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@ -12,7 +12,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

View file

@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -1,5 +1,7 @@
#version 100
#extension GL_EXT_frag_depth : enable // Extension required for writing depth
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
varying vec2 fragTexCoord;
@ -11,6 +13,7 @@ uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepthEXT = gl_FragCoord.z;
}

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@ -1,8 +1,11 @@
#version 100
#extension GL_EXT_frag_depth : enable //Extension required for writing depth
#extension GL_OES_standard_derivatives : enable //Extension used for fwidth()
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
#define ZERO 0
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
@ -17,15 +20,14 @@ uniform vec3 camPos;
uniform vec3 camDir;
uniform vec2 screenCenter;
#define ZERO 0
// https://learnopengl.com/Advanced-OpenGL/Depth-testing
float CalcDepth(in vec3 rd, in float Idist){
// SRC: https://learnopengl.com/Advanced-OpenGL/Depth-testing
float CalcDepth(in vec3 rd, in float Idist)
{
float local_z = dot(normalize(camDir),rd)*Idist;
return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
}
// https://iquilezles.org/articles/distfunctions/
// SRC: https://iquilezles.org/articles/distfunctions/
float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
{
p.x = abs(p.x);
@ -57,11 +59,10 @@ float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
float w = sqrt(r*r-h*h);
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
abs(length(q)-r) ) - t;
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) : abs(length(q)-r)) - t;
}
// https://iquilezles.org/articles/boxfunctions
// SRC: https://iquilezles.org/articles/boxfunctions
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
{
vec3 m = 1.0/rd;
@ -69,6 +70,7 @@ vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
return vec2(max(max(t1.x, t1.y), t1.z),
min(min(t2.x, t2.y), t2.z));
}
@ -78,20 +80,23 @@ vec2 opU( vec2 d1, vec2 d2 )
return (d1.x<d2.x) ? d1 : d2;
}
vec2 map( in vec3 pos ){
vec2 map(in vec3 pos)
{
vec2 res = vec2(sdHorseshoe(pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5) ;
res = opU(res, vec2(sdSixWayCutHollowSphere(pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5)) ;
return res;
}
// https://www.shadertoy.com/view/Xds3zN
vec2 raycast( in vec3 ro, in vec3 rd ){
// SRC: https://www.shadertoy.com/view/Xds3zN
vec2 raycast(in vec3 ro, in vec3 rd)
{
vec2 res = vec2(-1.0,-1.0);
float tmin = 1.0;
float tmax = 20.0;
// raytrace floor plane
// Raytrace floor plane
float tp1 = (-ro.y)/rd.y;
if (tp1>0.0)
{
@ -253,7 +258,8 @@ vec4 render( in vec3 ro, in vec3 rd)
return vec4(vec3(clamp(col,0.0,1.0)),t);
}
vec3 CalcRayDir(vec2 nCoord){
vec3 CalcRayDir(vec2 nCoord)
{
vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
vec3 vertical = normalize(cross(horizontal,camDir));
return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
@ -283,6 +289,7 @@ void main()
color = res.xyz;
depth = CalcDepth(rd,res.w);
}
gl_FragColor = vec4(color , 1.0);
gl_FragDepthEXT = depth;
}

View file

@ -6,22 +6,19 @@ precision mediump float;
varying vec2 fragTexCoord;
varying vec4 fragColor;
uniform vec2 screenDims; // Dimensions of the screen
uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
uniform vec2 offset; // Offset of the scale.
uniform float zoom; // Zoom of the scale.
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
// for example, on RasperryPi for this examply only supports up to 60
const int MAX_ITERATIONS = 48; // Max iterations to do
const int maxIterations = 255; // Max iterations to do.
const float colorCycles = 1.0; // Number of times the color palette repeats.
// Square a complex number
vec2 ComplexSquare(vec2 z)
{
return vec2(
z.x * z.x - z.y * z.y,
z.x * z.y * 2.0
);
return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
}
// Convert Hue Saturation Value (HSV) color into RGB
@ -35,30 +32,32 @@ vec3 Hsv2rgb(vec3 c)
void main()
{
/**********************************************************************************************
Julia sets use a function z^2 + c, where c is a constant.
This function is iterated until the nature of the point is determined.
Julia sets use a function z^2 + c, where c is a constant
This function is iterated until the nature of the point is determined
If the magnitude of the number becomes greater than 2, then from that point onward
the number will get bigger and bigger, and will never get smaller (tends towards infinity).
2^2 = 4, 4^2 = 8 and so on.
So at 2 we stop iterating.
the number will get bigger and bigger, and will never get smaller (tends towards infinity)
2^2 = 4, 4^2 = 8 and so on
So at 2 we stop iterating
If the number is below 2, we keep iterating.
If the number is below 2, we keep iterating
But when do we stop iterating if the number is always below 2 (it converges)?
That is what MAX_ITERATIONS is for.
Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
then map to a color.
That is what maxIterations is for
Then we can divide the iterations by the maxIterations value to get a normalized value
that we can then map to a color
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
We use dot product (z.x*z.x + z.y*z.y) to determine the magnitude (length) squared
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power)
*************************************************************************************************/
// The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
z.x += offset.x;
z.y += offset.y;
int iter = 0;
for (int iterations = 0; iterations < 60; iterations++)
for (int iterations = 0; iterations < maxIterations; iterations++)
{
z = ComplexSquare(z) + c; // Iterate function
if (dot(z, z) > 4.0) break;
@ -66,18 +65,18 @@ void main()
iter = iterations;
}
// Another few iterations decreases errors in the smoothing calculation.
// See http://linas.org/art-gallery/escape/escape.html for more information.
// Another few iterations decreases errors in the smoothing calculation
// See http://linas.org/art-gallery/escape/escape.html for more information
z = ComplexSquare(z) + c;
z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
// This last part smooths the color (again see link above)
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
// Normalize the value so it is between 0 and 1.
float norm = smoothVal/float(MAX_ITERATIONS);
// Normalize the value so it is between 0 and 1
float norm = smoothVal/float(maxIterations);
// If in set, color black. 0.999 allows for some float accuracy error.
// If in set, color black. 0.999 allows for some float accuracy error
if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else gl_FragColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
}

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@ -12,18 +12,12 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#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;
@ -46,6 +40,8 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse*fragColor;
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
@ -73,7 +69,7 @@ void main()
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction

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@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)

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@ -18,7 +18,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -12,7 +12,7 @@ uniform sampler2D mask;
uniform vec4 colDiffuse;
uniform int frame;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -2,7 +2,7 @@
precision mediump float;
const int colors = 8;
const int MAX_INDEXED_COLORS = 8;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
@ -10,7 +10,8 @@ varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform ivec3 palette[colors];
uniform ivec3 palette[MAX_INDEXED_COLORS];
//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture
void main()
{
@ -18,7 +19,7 @@ void main()
vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255].
// to the palette index by scaling up from [0..1] to [0..255]
int index = int(texelColor.r*255.0);
ivec3 color = ivec3(0);
@ -34,8 +35,9 @@ void main()
else if (index == 6) color = palette[6];
else if (index == 7) color = palette[7];
//gl_FragColor = texture2D(palette, texelColor.xy); // Alternative to ivec3
// Calculate final fragment color. Note that the palette color components
// are defined in the range [0, 255] and need to be normalized to [0, 1]
// for OpenGL to work.
// are defined in the range [0..255] and need to be normalized to [0..1]
gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a);
}

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float gamma = 0.6;
float numColors = 8.0;

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -1,9 +1,9 @@
#version 100
precision mediump float;
#extension GL_OES_standard_derivatives : enable
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
@ -34,11 +34,11 @@ uniform vec2 resolution;
// SOFTWARE.
// A list of useful distance function to simple primitives, and an example on how to
// do some interesting boolean operations, repetition and displacement.
// do some interesting boolean operations, repetition and displacement
//
// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
#define AA 1 // make this 1 is your machine is too slow
#define AA 1 // make this 1 if your machine is too slow
//------------------------------------------------------------------

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float offset = 0.0;
float frequency = 450.0/3.0;

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
vec2 resolution = vec2(800.0, 450.0);
void main()

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@ -10,7 +10,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800.0;
@ -42,5 +42,5 @@ void main()
tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0);;
gl_FragColor = vec4(color.rgb, 1.0);
}

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@ -10,10 +10,8 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float secondes;
uniform float seconds;
uniform vec2 size;
uniform float freqX;
uniform float freqY;
uniform float ampX;
@ -21,7 +19,8 @@ uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
void main()
{
float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth;
@ -29,8 +28,8 @@ void main() {
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
p.x += cos((fragTexCoord.y - boxTop)*freqX/(pixelWidth*750.0) + (seconds*speedX))*ampX*pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft)*freqY*aspect/(pixelHeight*750.0) + (seconds*speedY))*ampY*pixelHeight;
gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
}

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@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
uniform vec2 resolution = vec2(800, 450);
void main()

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@ -13,7 +13,7 @@ uniform mat4 mvp;
varying vec2 fragTexCoord;
varying vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const vec2 size = vec2(800, 450); // Framebuffer size
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const float PI = 3.1415926535;

View file

@ -10,7 +10,7 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -10,18 +10,12 @@ varying vec3 fragNormal;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#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;
@ -44,6 +38,8 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse*fragColor;
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
@ -71,7 +67,7 @@ void main()
}
}
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0);
// Gamma correction

View file

@ -16,7 +16,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)

View file

@ -16,12 +16,12 @@ void main()
vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255].
// to the palette index by scaling up from [0, 1] to [0, 255]
int index = int(texelColor.r*255.0);
ivec3 color = palette[index];
// Calculate final fragment color. Note that the palette color components
// are defined in the range [0, 255] and need to be normalized to [0, 1]
// for OpenGL to work.
// for OpenGL to work
gl_FragColor = vec4(color/255.0, texelColor.a);
}

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float gamma = 0.6;
float numColors = 8.0;

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float offset = 0.0;
float frequency = 450.0/3.0;

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
vec2 resolution = vec2(800.0, 450.0);
void main()

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800;

View file

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{
@ -20,6 +20,9 @@ void main()
// NOTE: Implement here your fragment shader code
finalColor = texelColor*colDiffuse;
// final color is the color from the texture
// times the tint color (colDiffuse)
// times the fragment color (interpolated vertex color)
finalColor = texelColor*colDiffuse*fragColor;
}

View file

@ -13,7 +13,7 @@ uniform mat4 mvp;
out vec2 fragTexCoord;
out vec4 fragColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const vec2 size = vec2(800, 450); // Framebuffer size
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance

View file

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800;

View file

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;

View file

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800.0;

View file

@ -17,7 +17,7 @@ float angle = 0.0;
vec2 VectorRotateTime(vec2 v, float speed)
{
float time = uTime*speed;
float localTime = fract(time); // The time domain this works on is 1 sec.
float localTime = fract(time); // The time domain this works on is 1 sec
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2);

View file

@ -7,7 +7,7 @@ out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -5,12 +5,12 @@
The Sieve of Eratosthenes -- a simple shader by ProfJski
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
The screen is divided into a square grid of boxes, each representing an integer value.
Each integer is tested to see if it is a prime number. Primes are colored white.
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
The screen is divided into a square grid of boxes, each representing an integer value
Each integer is tested to see if it is a prime number. Primes are colored white
Non-primes are colored with a color that indicates the smallest factor which evenly divides our integer
You can change the scale variable to make a larger or smaller grid.
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
You can change the scale variable to make a larger or smaller grid
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers
WARNING: If you make scale too large, your GPU may bog down!
@ -39,7 +39,7 @@ vec4 Colorizer(float counter, float maxSize)
void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
float scale = 1000.0; // Makes 100x100 square grid, change this variable to make a smaller or larger grid
int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0);

View file

@ -7,7 +7,7 @@ out vec4 fragColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
const float PI = 3.1415926535;

View file

@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
@ -37,6 +37,7 @@ struct Light {
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
uniform vec3 viewPos;
uniform vec4 fogColor;
uniform float fogDensity;
void main()
@ -77,10 +78,6 @@ void main()
// 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));

View file

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -1,14 +1,22 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add your custom variables here
void main()
{
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
gl_FragDepth = gl_FragCoord.z;
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor = texelColor*colDiffuse*fragColor;
gl_FragDepth = finalColor.z;
}

View file

@ -1,5 +1,7 @@
# version 330
#define ZERO 0
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
@ -13,10 +15,12 @@ uniform vec3 camPos;
uniform vec3 camDir;
uniform vec2 screenCenter;
#define ZERO 0
// Output fragment color
out vec4 finalColor;
// https://learnopengl.com/Advanced-OpenGL/Depth-testing
float CalcDepth(in vec3 rd, in float Idist){
float CalcDepth(in vec3 rd, in float Idist)
{
float local_z = dot(normalize(camDir),rd)*Idist;
return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
}
@ -26,10 +30,8 @@ float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
{
p.x = abs(p.x);
float l = length(p.xy);
p.xy = mat2(-c.x, c.y,
c.y, c.x)*p.xy;
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
(p.x>0.0)?p.y:l );
p.xy = mat2(-c.x, c.y, c.y, c.x)*p.xy;
p.xy = vec2(((p.y > 0.0) || (p.x > 0.0))? p.x : l*sign(-c.x), (p.x>0.0)? p.y : l);
p.xy = vec2(p.x, abs(p.y - r)) - vec2(le, 0.0);
vec2 q = vec2(length(max(p.xy, 0.0)) + min(0.0, max(p.x, p.y)), p.z);
@ -44,17 +46,16 @@ float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
{
// Six way symetry Transformation
vec3 ap = abs(p);
if(ap.x < max(ap.y, ap.z)){
if (ap.x < max(ap.y, ap.z))
{
if (ap.y < ap.z) ap.xz = ap.zx;
else ap.xy = ap.yx;
}
vec2 q = vec2(length(ap.yz), ap.x);
float w = sqrt(r*r-h*h);
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
abs(length(q)-r) ) - t;
return ((h*q.x < w*q.y)? length(q - vec2(w, h)) : abs(length(q) - r)) - t;
}
// https://iquilezles.org/articles/boxfunctions
@ -65,8 +66,8 @@ vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
vec3 k = abs(m)*rad;
vec3 t1 = -n - k;
vec3 t2 = -n + k;
return vec2( max( max( t1.x, t1.y ), t1.z ),
min( min( t2.x, t2.y ), t2.z ) );
return vec2(max(max(t1.x, t1.y), t1.z), min(min(t2.x, t2.y), t2.z));
}
vec2 opU(vec2 d1, vec2 d2)
@ -74,14 +75,17 @@ vec2 opU( vec2 d1, vec2 d2 )
return (d1.x < d2.x)? d1 : d2;
}
vec2 map( in vec3 pos ){
vec2 map(in vec3 pos)
{
vec2 res = vec2(sdHorseshoe(pos - vec3(-1.0, 0.08, 1.0), vec2(cos(1.3), sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5);
res = opU(res, vec2(sdSixWayCutHollowSphere(pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5));
return res;
}
// https://www.shadertoy.com/view/Xds3zN
vec2 raycast( in vec3 ro, in vec3 rd ){
vec2 raycast(in vec3 ro, in vec3 rd)
{
vec2 res = vec2(-1.0, -1.0);
float tmin = 1.0;
@ -111,7 +115,6 @@ vec2 raycast( in vec3 ro, in vec3 rd ){
return res;
}
// https://iquilezles.org/articles/rmshadows
float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
{
@ -126,12 +129,13 @@ float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
float s = clamp(8.0*h/t, 0.0, 1.0);
res = min(res, s);
t += clamp(h, 0.01, 0.2);
if( res<0.004 || t>tmax ) break;
}
res = clamp( res, 0.0, 1.0 );
return res*res*(3.0-2.0*res);
if ((res < 0.004) || (t > tmax)) break;
}
res = clamp(res, 0.0, 1.0);
return res*res*(3.0-2.0*res);
}
// https://iquilezles.org/articles/normalsSDF
vec3 calcNormal(in vec3 pos)
@ -156,6 +160,7 @@ float calcAO( in vec3 pos, in vec3 nor )
sca *= 0.95;
if (occ>0.35) break;
}
return clamp(1.0 - 3.0*occ, 0.0, 1.0)*(0.5+0.5*nor.y);
}
@ -167,7 +172,7 @@ float checkersGradBox( in vec2 p )
// analytical integral (box filter)
vec2 i = 2.0*(abs(fract((p - 0.5*w)*0.5)-0.5) - abs(fract((p + 0.5*w)*0.5) - 0.5))/w;
// xor pattern
return 0.5 - 0.5*i.x*i.y;
return (0.5 - 0.5*i.x*i.y);
}
// https://www.shadertoy.com/view/tdS3DG
@ -249,7 +254,8 @@ vec4 render( in vec3 ro, in vec3 rd)
return vec4(vec3(clamp(col,0.0,1.0)),t);
}
vec3 CalcRayDir(vec2 nCoord){
vec3 CalcRayDir(vec2 nCoord)
{
vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
vec3 vertical = normalize(cross(horizontal,camDir));
return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
@ -279,6 +285,7 @@ void main()
color = res.xyz;
depth = CalcDepth(rd,res.w);
}
gl_FragColor = vec4(color , 1.0);
finalColor = vec4(color , 1.0);
gl_FragDepth = depth;
}

View file

@ -7,20 +7,17 @@ in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
uniform vec2 screenDims; // Dimensions of the screen
uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
uniform vec2 offset; // Offset of the scale.
uniform float zoom; // Zoom of the scale.
uniform vec2 offset; // Offset of the scale
uniform float zoom; // Zoom of the scale
const int MAX_ITERATIONS = 255; // Max iterations to do.
const int maxIterations = 255; // Max iterations to do
const float colorCycles = 2.0; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers
// Square a complex number
vec2 ComplexSquare(vec2 z)
{
return vec2(
z.x * z.x - z.y * z.y,
z.x * z.y * 2.0
);
return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
}
// Convert Hue Saturation Value (HSV) color into RGB
@ -34,48 +31,50 @@ vec3 Hsv2rgb(vec3 c)
void main()
{
/**********************************************************************************************
Julia sets use a function z^2 + c, where c is a constant.
This function is iterated until the nature of the point is determined.
Julia sets use a function z^2 + c, where c is a constant
This function is iterated until the nature of the point is determined
If the magnitude of the number becomes greater than 2, then from that point onward
the number will get bigger and bigger, and will never get smaller (tends towards infinity).
2^2 = 4, 4^2 = 8 and so on.
So at 2 we stop iterating.
the number will get bigger and bigger, and will never get smaller (tends towards infinity)
2^2 = 4, 4^2 = 8 and so on
So at 2 we stop iterating
If the number is below 2, we keep iterating.
If the number is below 2, we keep iterating
But when do we stop iterating if the number is always below 2 (it converges)?
That is what MAX_ITERATIONS is for.
Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
then map to a color.
That is what maxIterations is for
Then we can divide the iterations by the maxIterations value to get a normalized value
that we can then map to a color
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
We use dot product (z.x*z.x + z.y*z.y) to determine the magnitude (length) squared
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power)
*************************************************************************************************/
// The pixel coordinates are scaled so they are on the mandelbrot scale
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
z.x += offset.x;
z.y += offset.y;
int iterations = 0;
for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
for (iterations = 0; iterations < maxIterations; iterations++)
{
z = ComplexSquare(z) + c; // Iterate function
if (dot(z, z) > 4.0) break;
}
// Another few iterations decreases errors in the smoothing calculation.
// See http://linas.org/art-gallery/escape/escape.html for more information.
// Another few iterations decreases errors in the smoothing calculation
// See http://linas.org/art-gallery/escape/escape.html for more information
z = ComplexSquare(z) + c;
z = ComplexSquare(z) + c;
// This last part smooths the color (again see link above).
// This last part smooths the color (again see link above)
float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
// Normalize the value so it is between 0 and 1.
float norm = smoothVal/float(MAX_ITERATIONS);
// Normalize the value so it is between 0 and 1
float norm = smoothVal/float(maxIterations);
// If in set, color black. 0.999 allows for some float accuracy error.
// If in set, color black. 0.999 allows for some float accuracy error
if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
else finalColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
}

View file

@ -3,7 +3,7 @@
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
//in vec4 fragColor;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
@ -13,18 +13,12 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#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;
@ -47,6 +41,8 @@ void main()
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
vec4 tint = colDiffuse*fragColor;
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
@ -74,8 +70,8 @@ void main()
}
}
finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0)*colDiffuse;
finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += texelColor*(ambient/10.0)*tint;
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));

View file

@ -17,7 +17,7 @@ out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -18,19 +18,16 @@ out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{
// Compute MVP for current instance
mat4 mvpi = mvp*instanceTransform;
// Send vertex attributes to fragment shader
fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
fragPosition = vec3(instanceTransform*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
//fragColor = vertexColor;
fragColor = vec4(1.0);
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvpi*vec4(vertexPosition, 1.0);
// Calculate final vertex position, note that we multiply mvp by instanceTransform
gl_Position = mvp*instanceTransform*vec4(vertexPosition, 1.0);
}

View file

@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

View file

@ -1,6 +1,6 @@
#version 330
const int colors = 8;
const int MAX_INDEXED_COLORS = 8;
// Input fragment attributes (from fragment shader)
in vec2 fragTexCoord;
@ -8,7 +8,8 @@ in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform ivec3 palette[colors];
uniform ivec3 palette[MAX_INDEXED_COLORS];
//uniform sampler2D palette; // Alternative to ivec3, palette provided as a 256x1 texture
// Output fragment color
out vec4 finalColor;
@ -16,15 +17,17 @@ out vec4 finalColor;
void main()
{
// Texel color fetching from texture sampler
// NOTE: The texel is actually the GRAYSCALE index color
vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too)
// to the palette index by scaling up from [0, 1] to [0, 255].
// to the palette index by scaling up from [0..1] to [0..255]
int index = int(texelColor.r*255.0);
ivec3 color = palette[index];
//finalColor = texture(palette, texelColor.xy); // Alternative to ivec3
// Calculate final fragment color. Note that the palette color components
// are defined in the range [0, 255] and need to be normalized to [0, 1]
// for OpenGL to work.
// are defined in the range [0..255] and need to be normalized to [0..1]
finalColor = vec4(color/255.0, texelColor.a);
}

View file

@ -67,7 +67,7 @@ float GgxDistribution(float nDotH,float roughness)
float a = roughness*roughness*roughness*roughness;
float d = nDotH*nDotH*(a - 1.0) + 1.0;
d = PI*d*d;
return a / max(d,0.0000001);
return (a/max(d,0.0000001));
}
float GeomSmith(float nDotV,float nDotL,float roughness)
@ -91,7 +91,7 @@ vec3 ComputePBR()
if (useTexMRA == 1)
{
vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y))*useTexMRA;
vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y));
metallic = clamp(mra.r + metallicValue, 0.04, 1.0);
roughness = clamp(mra.g + roughnessValue, 0.04, 1.0);
ao = (mra.b + aoValue)*0.5;
@ -111,7 +111,7 @@ vec3 ComputePBR()
emissive = (texture(emissiveMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb).g*emissiveColor.rgb*emissivePower*useTexEmissive;
// return N;//vec3(metallic,metallic,metallic);
// if dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
// If dia-electric use base reflectivity of 0.04 otherwise ut is a metal use albedo as base reflectivity
vec3 baseRefl = mix(vec3(0.04), albedo.rgb, metallic);
vec3 lightAccum = vec3(0.0); // Acumulate lighting lum
@ -145,7 +145,7 @@ vec3 ComputePBR()
vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
return ambientFinal + lightAccum*ao + emissive;
return (ambientFinal + lightAccum*ao + emissive);
}
void main()

View file

@ -4,7 +4,7 @@
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec3 vertexTangent;
in vec4 vertexTangent;
in vec4 vertexColor;
// Input uniform values
@ -26,17 +26,17 @@ const float normalOffset = 0.1;
void main()
{
// Compute binormal from vertex normal and tangent
vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz)*vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord*2.0;
fragNormal = normalize(normalMatrix*vertexNormal);
vec3 fragTangent = normalize(normalMatrix*vertexTangent);
vec3 fragTangent = normalize(normalMatrix*vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
vec3 fragBinormal = normalize(normalMatrix*vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);

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@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800;

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@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
float gamma = 0.6;
float numColors = 8.0;

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@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
void main()
{

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@ -33,7 +33,7 @@ uniform vec2 resolution;
// SOFTWARE.
// A list of useful distance function to simple primitives, and an example on how to
// do some interesting boolean operations, repetition and displacement.
// do some interesting boolean operations, repetition and displacement
//
// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm

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@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values must be passed from code
const float renderWidth = 800;

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@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
uniform vec2 resolution = vec2(800, 450);
void main()
@ -20,22 +20,22 @@ void main()
float y = 1.0/resolution.y;
vec4 horizEdge = vec4(0.0);
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
vertEdge -= texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
vertEdge += texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
finalColor = vec4(edge, texture(texture0, fragTexCoord).a);
}

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@ -7,7 +7,7 @@ in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
#define MAX_SPOTS 3

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@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800;
@ -41,7 +41,7 @@ void main()
}
tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
finalColor = vec4(color.rgb, 1.0);;
}

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@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
uniform float secondes;
uniform float seconds;
uniform vec2 size;
@ -22,7 +22,8 @@ uniform float ampY;
uniform float speedX;
uniform float speedY;
void main() {
void main()
{
float pixelWidth = 1.0/size.x;
float pixelHeight = 1.0/size.y;
float aspect = pixelHeight/pixelWidth;
@ -30,8 +31,8 @@ void main() {
float boxTop = 0.0;
vec2 p = fragTexCoord;
p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
p.x += cos((fragTexCoord.y - boxTop)*freqX/(pixelWidth*750.0) + (seconds*speedX))*ampX*pixelWidth;
p.y += sin((fragTexCoord.x - boxLeft)*freqY*aspect/(pixelHeight*750.0) + (seconds*speedY))*ampY*pixelHeight;
finalColor = texture(texture0, p)*colDiffuse*fragColor;
}

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@ -2582,9 +2582,10 @@ public static unsafe partial class Raylib
byte* fileData,
int dataSize,
int fontSize,
int* fontChars,
int glyphCount,
FontType type
int* codepoints,
int codepointsCount,
FontType type,
int* glyphCount
);
/// <summary>Generate image font atlas using chars info</summary>