Renamed shaders for consistency
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f711c98bd6
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3148206758
8 changed files with 2 additions and 2 deletions
28
examples/shaders/resources/shaders/glsl100/depth_render.fs
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examples/shaders/resources/shaders/glsl100/depth_render.fs
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#version 100
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D depthTexture;
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uniform bool flipY;
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float nearPlane = 0.1;
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float farPlane = 100.0;
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void main()
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{
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// Handle potential Y-flipping
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vec2 texCoord = fragTexCoord;
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if (flipY)
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texCoord.y = 1.0 - texCoord.y;
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// Sample depth texture
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float depth = texture2D(depthTexture, texCoord).r;
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// Linearize depth
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float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
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// Output final color
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gl_FragColor = vec4(vec3(linearDepth), 1.0);
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}
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18
examples/shaders/resources/shaders/glsl100/depth_write.fs
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examples/shaders/resources/shaders/glsl100/depth_write.fs
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#version 100
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#extension GL_EXT_frag_depth : enable
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precision mediump float;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
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}
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28
examples/shaders/resources/shaders/glsl120/depth_render.fs
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examples/shaders/resources/shaders/glsl120/depth_render.fs
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#version 120
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D depthTexture;
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uniform bool flipY;
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float nearPlane = 0.1;
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float farPlane = 100.0;
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void main()
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{
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// Handle potential Y-flipping
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vec2 texCoord = fragTexCoord;
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if (flipY)
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texCoord.y = 1.0 - texCoord.y;
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// Sample depth texture
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float depth = texture2D(depthTexture, texCoord).r;
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// Linearize depth
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float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
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// Output final color
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gl_FragColor = vec4(vec3(linearDepth), 1.0);
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}
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17
examples/shaders/resources/shaders/glsl120/depth_write.fs
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examples/shaders/resources/shaders/glsl120/depth_write.fs
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#version 120
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#extension GL_EXT_frag_depth : enable
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
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}
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30
examples/shaders/resources/shaders/glsl330/depth_render.fs
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examples/shaders/resources/shaders/glsl330/depth_render.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 depthTexture;
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uniform bool flipY;
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const float nearPlane = 0.1;
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const float farPlane = 100.0;
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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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// Handle potential Y-flipping
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vec2 texCoord = fragTexCoord;
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if (flipY) texCoord.y = 1.0 - texCoord.y;
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// Sample depth
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float depth = texture(depthTexture, texCoord).r;
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// Linearize depth value
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float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
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// Output final color
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finalColor = vec4(vec3(linearDepth), 1.0);
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}
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20
examples/shaders/resources/shaders/glsl330/depth_write.fs
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examples/shaders/resources/shaders/glsl330/depth_write.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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finalColor = texelColor*colDiffuse*fragColor;
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gl_FragDepth = 1.0 - finalColor.z;
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}
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@ -58,7 +58,7 @@ int main(void)
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Load depth shader and get depth texture shader location
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// Load depth shader and get depth texture shader location
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Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
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Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_render.fs", GLSL_VERSION));
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int depthLoc = GetShaderLocation(depthShader, "depthTexture");
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int depthLoc = GetShaderLocation(depthShader, "depthTexture");
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int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
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int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
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SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
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SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
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@ -60,7 +60,7 @@ int main(void)
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// Load depth writting shader
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// Load depth writting shader
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// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_write.fs", GLSL_VERSION));
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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