Merge remote-tracking branch 'refs/remotes/raysan5/develop' into newaudio
This commit is contained in:
commit
847944e240
44 changed files with 621 additions and 390 deletions
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@ -85,6 +85,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# add standard directories for GNU/Linux
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ifeq ($(PLATFORM_OS),LINUX)
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INCLUDES = -I. -I../src -I/usr/local/include/raylib/
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else ifeq ($(PLATFORM_OS),OSX)
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INCLUDES = -I. -I../src
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else
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INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
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# external libraries headers
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@ -103,6 +105,8 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# add standard directories for GNU/Linux
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ifeq ($(PLATFORM_OS),LINUX)
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LFLAGS = -L. -L../../src
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else ifeq ($(PLATFORM_OS),OSX)
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LFLAGS = -L. -L../src
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else
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LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
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# external libraries to link with
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@ -129,7 +133,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# libraries for OS X 10.9 desktop compiling
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# requires the following packages:
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
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LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
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LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
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else
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# libraries for Windows desktop compiling
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# NOTE: GLFW3 and OpenAL Soft libraries should be installed
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@ -33,5 +33,5 @@ void main()
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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finalColor = tc;
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gl_FragColor = tc;
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}
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@ -20,7 +20,7 @@ float angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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@ -17,12 +17,12 @@ void main()
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{
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vec4 sum = vec4(0);
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vec4 tc = vec4(0);
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for (int i = -4; i < 4; i++)
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{
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for (int j = -3; j < 3; j++)
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{
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sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
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sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
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}
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}
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@ -29,6 +29,9 @@ uniform float matGlossiness = 50.0;
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uniform vec3 lightPosition;
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uniform vec3 cameraPosition;
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// Fragment shader output data
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out vec4 fragColor;
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// Calculate ambient lighting component
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vec3 AmbientLighting()
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{
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@ -21,7 +21,7 @@ float angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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@ -40,7 +40,7 @@ void main (void)
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}
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tc += center;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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vec3 color = texture(texture0, tc/texSize).rgb;
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finalColor = vec4(color, 1.0);;
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}
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@ -1,20 +1,26 @@
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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varying vec2 fragTexCoord;
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// Input uniform values
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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varying 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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vec3 normal = vertexNormal;
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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 = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -22,21 +25,13 @@ void main()
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}
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}
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if (texture2D(texture0, fragTexCoord).r < 0.3)
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{
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tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
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}
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else
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{
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if (texture2D(texture0, fragTexCoord).r < 0.5)
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{
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tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
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}
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else
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{
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tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
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}
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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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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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gl_FragColor = tc;
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}
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@ -2,7 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -16,6 +20,7 @@ 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 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
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for (int i = 1; i < 3; i++)
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@ -2,12 +2,15 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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float hatchOffsetY = 5.0f;
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float lumThreshold01 = 0.9f;
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -46,7 +49,7 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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return c;
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}
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void main(void)
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void main()
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{
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vec3 tc = PostFX(texture0, fragTexCoord).rgb;
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -2,12 +2,15 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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const float PI = 3.1415926535;
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -11,10 +14,12 @@ uniform vec4 fragTintColor;
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void main()
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{
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
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// Convert to grayscale using NTSC conversion weights
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float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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// Convert texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
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// Calculate final fragment color
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gl_FragColor = vec4(gray, gray, gray, texelColor.a);
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}
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -14,7 +17,7 @@ float frequency = 720/3.0;
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uniform float time;
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void main (void)
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void main()
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{
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/*
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// Scanlines method 1
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@ -2,28 +2,32 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderHeight = 720;
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const float renderWidth = 800.0; // HARDCODED for example!
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const float renderHeight = 480.0; // Use uniforms instead...
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float radius = 250.0;
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float angle = 0.8;
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uniform vec2 center = vec2(200, 200);
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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tc -= center;
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float dist = length(tc);
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float dist = length(tc);
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if (dist < radius)
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{
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float percent = (radius - dist)/radius;
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@ -33,7 +37,7 @@ void main (void)
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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}
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tc += center;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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@ -2,8 +2,11 @@
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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@ -11,6 +14,7 @@ uniform vec4 fragTintColor;
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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 = texture2D(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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