Update/merge examples back into main repo (#192)
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45 changed files with 57965 additions and 1 deletions
19
Examples/resources/shaders/glsl330/alpha_discard.fs
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19
Examples/resources/shaders/glsl330/alpha_discard.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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if (texelColor.a == 0.0) discard;
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finalColor = texelColor * fragColor * colDiffuse;
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}
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25
Examples/resources/shaders/glsl330/base.fs
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25
Examples/resources/shaders/glsl330/base.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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finalColor = texelColor*colDiffuse;
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}
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26
Examples/resources/shaders/glsl330/base.vs
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26
Examples/resources/shaders/glsl330/base.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec4 fragColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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40
Examples/resources/shaders/glsl330/bloom.fs
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40
Examples/resources/shaders/glsl330/bloom.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // Framebuffer size
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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
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void main()
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{
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vec4 sum = vec4(0);
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vec2 sizeFactor = vec2(1)/size*quality;
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// Texel color fetching from texture sampler
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vec4 source = texture(texture0, fragTexCoord);
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const int range = 2; // should be = (samples - 1)/2;
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for (int x = -range; x <= range; x++)
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{
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for (int y = -range; y <= range; y++)
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{
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sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
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}
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}
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// Calculate final fragment color
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finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
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}
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35
Examples/resources/shaders/glsl330/blur.fs
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Examples/resources/shaders/glsl330/blur.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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void main()
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{
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// Texel color fetching from texture sampler
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vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
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for (int i = 1; i < 3; i++)
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{
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texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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}
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finalColor = vec4(texelColor, 1.0);
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}
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27
Examples/resources/shaders/glsl330/color_mix.fs
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27
Examples/resources/shaders/glsl330/color_mix.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 vertexPos;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec4 colDiffuse;
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uniform float divider = 0.5;
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out vec4 finalColor;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor0 = texture(texture0, fragTexCoord);
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vec4 texelColor1 = texture(texture1, fragTexCoord);
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float x = fract(fragTexCoord.s);
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float final = smoothstep(divider - 0.1, divider + 0.1, x);
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finalColor = mix(texelColor0, texelColor1, final);
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}
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48
Examples/resources/shaders/glsl330/cross_hatching.fs
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48
Examples/resources/shaders/glsl330/cross_hatching.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;
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float lumThreshold02 = 0.7;
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float lumThreshold03 = 0.5;
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float lumThreshold04 = 0.3;
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void main()
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{
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vec3 tc = vec3(1.0, 1.0, 1.0);
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float lum = length(texture(texture0, fragTexCoord).rgb);
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if (lum < lumThreshold01)
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{
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if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold02)
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{
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if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold03)
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{
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if (mod(gl_FragCoord.x + gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold04)
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{
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if (mod(gl_FragCoord.x - gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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finalColor = vec4(tc, 1.0);
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}
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59
Examples/resources/shaders/glsl330/cross_stitching.fs
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59
Examples/resources/shaders/glsl330/cross_stitching.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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float stitchingSize = 6.0;
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uniform int invert = 0;
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vec4 PostFX(sampler2D tex, vec2 uv)
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{
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vec4 c = vec4(0.0);
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float size = stitchingSize;
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vec2 cPos = uv * vec2(renderWidth, renderHeight);
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vec2 tlPos = floor(cPos / vec2(size, size));
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tlPos *= size;
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int remX = int(mod(cPos.x, size));
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int remY = int(mod(cPos.y, size));
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if (remX == 0 && remY == 0) tlPos = cPos;
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vec2 blPos = tlPos;
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blPos.y += (size - 1.0);
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if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
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{
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if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
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else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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}
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else
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{
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if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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else c = vec4(0.0, 0.0, 0.0, 1.0);
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}
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return c;
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}
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void main()
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{
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vec3 tc = PostFX(texture0, fragTexCoord).rgb;
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finalColor = vec4(tc, 1.0);
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}
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30
Examples/resources/shaders/glsl330/cubemap.fs
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Examples/resources/shaders/glsl330/cubemap.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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// Input uniform values
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uniform sampler2D equirectangularMap;
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// Output fragment color
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out vec4 finalColor;
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= vec2(0.1591, 0.3183);
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uv += 0.5;
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return uv;
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}
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void main()
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{
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// Normalize local position
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vec2 uv = SampleSphericalMap(normalize(fragPosition));
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// Fetch color from texture map
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vec3 color = texture(equirectangularMap, uv).rgb;
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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}
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20
Examples/resources/shaders/glsl330/cubemap.vs
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Examples/resources/shaders/glsl330/cubemap.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 matProjection;
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uniform mat4 matView;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPosition = vertexPosition;
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// Calculate final vertex position
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gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
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}
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61
Examples/resources/shaders/glsl330/cubes_panning.fs
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61
Examples/resources/shaders/glsl330/cubes_panning.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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// Custom variables
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#define PI 3.14159265358979323846
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uniform float uTime = 0.0;
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float divisions = 5.0;
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float angle = 0.0;
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vec2 VectorRotateTime(vec2 v, float speed)
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{
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float time = uTime*speed;
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float localTime = fract(time); // The time domain this works on is 1 sec.
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if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
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else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2);
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else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
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else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4*sin(2*PI*localTime);
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// Rotate vector by angle
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v -= 0.5;
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v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
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v += 0.5;
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return v;
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}
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float Rectangle(in vec2 st, in float size, in float fill)
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{
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float roundSize = 0.5 - size/2.0;
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float left = step(roundSize, st.x);
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float top = step(roundSize, st.y);
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float bottom = step(roundSize, 1.0 - st.y);
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float right = step(roundSize, 1.0 - st.x);
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return (left*bottom*right*top)*fill;
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}
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void main()
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{
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vec2 fragPos = fragTexCoord;
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fragPos.xy += uTime/9.0;
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fragPos *= divisions;
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vec2 ipos = floor(fragPos); // Get the integer coords
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vec2 fpos = fract(fragPos); // Get the fractional coords
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fpos = VectorRotateTime(fpos, 0.2);
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float alpha = Rectangle(fpos, 0.216, 1.0);
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vec3 color = vec3(0.3, 0.3, 0.3);
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finalColor = vec4(color, alpha);
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}
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27
Examples/resources/shaders/glsl330/depth.fs
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27
Examples/resources/shaders/glsl330/depth.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0; // Depth texture
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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{
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float zNear = 0.01; // camera z near
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float zFar = 10.0; // camera z far
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float z = texture(texture0, fragTexCoord).x;
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// Linearize depth value
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float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
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// Calculate final fragment color
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finalColor = vec4(depth, depth, depth, 1.0f);
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}
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56
Examples/resources/shaders/glsl330/distortion.fs
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56
Examples/resources/shaders/glsl330/distortion.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D texture0;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Default parameters for Oculus Rift DK2 device
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const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
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const vec2 RightLensCenter = vec2(0.7136753, 0.5);
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const vec2 LeftScreenCenter = vec2(0.25, 0.5);
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const vec2 RightScreenCenter = vec2(0.75, 0.5);
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const vec2 Scale = vec2(0.25, 0.45);
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const vec2 ScaleIn = vec2(4.0, 2.5);
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const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
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const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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void main()
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{
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// The following two variables need to be set per eye
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vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
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// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
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vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
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//vec2 tc = LensCenter + Scale*theta1;
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// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
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vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
||||
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else
|
||||
{
|
||||
// Do blue texture lookup
|
||||
float blue = texture(texture0, tcBlue).b;
|
||||
|
||||
// Do green lookup (no scaling)
|
||||
vec2 tcGreen = LensCenter + Scale*theta1;
|
||||
float green = texture(texture0, tcGreen).g;
|
||||
|
||||
// Do red scale and lookup
|
||||
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
||||
vec2 tcRed = LensCenter + Scale*thetaRed;
|
||||
float red = texture(texture0, tcRed).r;
|
||||
|
||||
finalColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
||||
|
||||
53
Examples/resources/shaders/glsl330/distortion330.fs
Normal file
53
Examples/resources/shaders/glsl330/distortion330.fs
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
#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 here your custom variables
|
||||
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
|
||||
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
|
||||
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
|
||||
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
|
||||
uniform vec2 scale = vec2(0.25, 0.45);
|
||||
uniform vec2 scaleIn = vec2(4, 2.2222);
|
||||
uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0);
|
||||
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// Compute lens distortion
|
||||
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
|
||||
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
|
||||
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
|
||||
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
|
||||
vec2 tcBlue = lensCenter + scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
|
||||
{
|
||||
// Set black fragment for everything outside the lens border
|
||||
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Compute color chroma aberration
|
||||
float blue = texture(texture0, tcBlue).b;
|
||||
vec2 tcGreen = lensCenter + scale*theta1;
|
||||
float green = texture(texture0, tcGreen).g;
|
||||
|
||||
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
|
||||
vec2 tcRed = lensCenter + scale*thetaRed;
|
||||
|
||||
float red = texture(texture0, tcRed).r;
|
||||
finalColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
||||
34
Examples/resources/shaders/glsl330/dream_vision.fs
Normal file
34
Examples/resources/shaders/glsl330/dream_vision.fs
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture(texture0, fragTexCoord);
|
||||
|
||||
color += texture(texture0, fragTexCoord + 0.001);
|
||||
color += texture(texture0, fragTexCoord + 0.003);
|
||||
color += texture(texture0, fragTexCoord + 0.005);
|
||||
color += texture(texture0, fragTexCoord + 0.007);
|
||||
color += texture(texture0, fragTexCoord + 0.009);
|
||||
color += texture(texture0, fragTexCoord + 0.011);
|
||||
|
||||
color += texture(texture0, fragTexCoord - 0.001);
|
||||
color += texture(texture0, fragTexCoord - 0.003);
|
||||
color += texture(texture0, fragTexCoord - 0.005);
|
||||
color += texture(texture0, fragTexCoord - 0.007);
|
||||
color += texture(texture0, fragTexCoord - 0.009);
|
||||
color += texture(texture0, fragTexCoord - 0.011);
|
||||
|
||||
color.rgb = vec3((color.r + color.g + color.b)/3.0);
|
||||
color = color/9.5;
|
||||
|
||||
fragColor = color;
|
||||
}
|
||||
59
Examples/resources/shaders/glsl330/eratosthenes.fs
Normal file
59
Examples/resources/shaders/glsl330/eratosthenes.fs
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
#version 330
|
||||
|
||||
/*************************************************************************************
|
||||
|
||||
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.
|
||||
|
||||
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!
|
||||
|
||||
***************************************************************************************/
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// Make a nice spectrum of colors based on counter and maxSize
|
||||
vec4 Colorizer(float counter, float maxSize)
|
||||
{
|
||||
float red = 0.0, green = 0.0, blue = 0.0;
|
||||
float normsize = counter/maxSize;
|
||||
|
||||
red = smoothstep(0.3, 0.7, normsize);
|
||||
green = sin(3.14159*normsize);
|
||||
blue = 1.0 - smoothstep(0.0, 0.4, normsize);
|
||||
|
||||
return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
|
||||
}
|
||||
|
||||
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.
|
||||
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);
|
||||
else
|
||||
{
|
||||
for (int i = 2; (i < max(2, sqrt(value) + 1)); i++)
|
||||
{
|
||||
if ((value - i*floor(float(value)/float(i))) == 0)
|
||||
{
|
||||
color = Colorizer(float(i), scale);
|
||||
//break; // Uncomment to color by the largest factor instead
|
||||
}
|
||||
}
|
||||
|
||||
finalColor = color;
|
||||
}
|
||||
}
|
||||
40
Examples/resources/shaders/glsl330/fisheye.fs
Normal file
40
Examples/resources/shaders/glsl330/fisheye.fs
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float PI = 3.1415926535;
|
||||
|
||||
void main()
|
||||
{
|
||||
float aperture = 178.0;
|
||||
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;
|
||||
}
|
||||
|
||||
fragColor = texture(texture0, uv);
|
||||
}
|
||||
95
Examples/resources/shaders/glsl330/fog.fs
Normal file
95
Examples/resources/shaders/glsl330/fog.fs
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
in vec3 fragPosition;
|
||||
in vec3 fragNormal;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// 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 = texture(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;
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
finalColor = mix(fogColor, finalColor, fogFactor);
|
||||
}
|
||||
26
Examples/resources/shaders/glsl330/grayscale.fs
Normal file
26
Examples/resources/shaders/glsl330/grayscale.fs
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
#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 here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
|
||||
|
||||
// Convert texel color to grayscale using NTSC conversion weights
|
||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(gray, gray, gray, texelColor.a);
|
||||
}
|
||||
14
Examples/resources/shaders/glsl330/hybrid_raster.fs
Normal file
14
Examples/resources/shaders/glsl330/hybrid_raster.fs
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
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Reference in a new issue