Merge branch 'master' of https://github.com/raysan5/raylib into pure
This commit is contained in:
commit
dfacae7213
6 changed files with 1105 additions and 229 deletions
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@ -115,7 +115,7 @@ int main(void)
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// Update camera computes movement internally depending on the camera mode
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// Some default standard keyboard/mouse inputs are hardcoded to simplify use
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// For advance camera controls, it's reecommended to compute camera movement manually
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// For advanced camera controls, it's recommended to compute camera movement manually
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UpdateCamera(&camera, cameraMode); // Update camera
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/*
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@ -203,4 +203,4 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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@ -1,6 +1,6 @@
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#version 100
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precision mediump float;
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precision highp float;
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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@ -17,12 +17,12 @@ struct Light {
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};
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// Input vertex attributes (from vertex shader)
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varying in vec3 fragPosition;
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varying in vec2 fragTexCoord;
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varying in vec4 fragColor;
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varying in vec3 fragNormal;
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varying in vec4 shadowPos;
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varying in mat3 TBN;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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varying vec4 shadowPos;
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varying mat3 TBN;
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// Input uniform values
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@ -113,7 +113,7 @@ vec3 pbr(){
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vec3 baseRefl = mix(vec3(0.04),albedo.rgb,metallic);
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vec3 Lo = vec3(0.0); // acumulate lighting lum
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for(int i=0;i<numOfLights;++i){
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for(int i=0;i<4;++i){
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vec3 L = normalize(lights[i].position - fragPosition); // calc light vector
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vec3 H = normalize(V + L); // calc halfway bisecting vector
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@ -1,14 +1,22 @@
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#version 330
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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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vec4 texelColor = texture2D(texture0, fragTexCoord);
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vec4 texelColor = texture(texture0, fragTexCoord);
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gl_FragColor = texelColor*colDiffuse*fragColor;
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gl_FragDepth = gl_FragCoord.z;
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}
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@ -20,22 +20,22 @@ void main()
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float y = 1.0/resolution.y;
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vec4 horizEdge = vec4(0.0);
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
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horizEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
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horizEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec4 vertEdge = vec4(0.0);
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vertEdge -= texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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vertEdge -= texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
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vertEdge -= texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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vertEdge += texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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vertEdge += texture(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
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vertEdge += texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
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finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
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finalColor = vec4(edge, texture(texture0, fragTexCoord).a);
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}
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@ -41,7 +41,7 @@ void main()
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}
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tc += center;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;;
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finalColor = vec4(color.rgb, 1.0);;
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}
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@ -22,7 +22,7 @@
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 120
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#define GLSL_VERSION 100
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#endif
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#include <stdlib.h> // Required for: NULL
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