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authorUneven Prankster <unevenprankster@protonmail.com>2023-10-15 21:28:29 -0300
committerUneven Prankster <unevenprankster@protonmail.com>2023-10-15 21:28:29 -0300
commit1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (patch)
treef5d692d046868261275c7430a624c3ea9ed75d3d /raylib/examples/models/resources/shaders/glsl100
parenta89f892640cf12f75c7ce18e6e88c70a8d3965ed (diff)
A lot has certainly happened!
Diffstat (limited to 'raylib/examples/models/resources/shaders/glsl100')
-rw-r--r--raylib/examples/models/resources/shaders/glsl100/cubemap.fs29
-rw-r--r--raylib/examples/models/resources/shaders/glsl100/cubemap.vs20
-rw-r--r--raylib/examples/models/resources/shaders/glsl100/skybox.fs31
-rw-r--r--raylib/examples/models/resources/shaders/glsl100/skybox.vs24
4 files changed, 104 insertions, 0 deletions
diff --git a/raylib/examples/models/resources/shaders/glsl100/cubemap.fs b/raylib/examples/models/resources/shaders/glsl100/cubemap.fs
new file mode 100644
index 0000000..7d1bde0
--- /dev/null
+++ b/raylib/examples/models/resources/shaders/glsl100/cubemap.fs
@@ -0,0 +1,29 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+
+// Input uniform values
+uniform sampler2D equirectangularMap;
+
+vec2 SampleSphericalMap(vec3 v)
+{
+ vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
+ uv *= vec2(0.1591, 0.3183);
+ uv += 0.5;
+ return uv;
+}
+
+void main()
+{
+ // Normalize local position
+ vec2 uv = SampleSphericalMap(normalize(fragPosition));
+
+ // Fetch color from texture map
+ vec3 color = texture2D(equirectangularMap, uv).rgb;
+
+ // Calculate final fragment color
+ gl_FragColor = vec4(color, 1.0);
+}
diff --git a/raylib/examples/models/resources/shaders/glsl100/cubemap.vs b/raylib/examples/models/resources/shaders/glsl100/cubemap.vs
new file mode 100644
index 0000000..6f486fb
--- /dev/null
+++ b/raylib/examples/models/resources/shaders/glsl100/cubemap.vs
@@ -0,0 +1,20 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 matProjection;
+uniform mat4 matView;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+
+void main()
+{
+ // Calculate fragment position based on model transformations
+ fragPosition = vertexPosition;
+
+ // Calculate final vertex position
+ gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
+}
diff --git a/raylib/examples/models/resources/shaders/glsl100/skybox.fs b/raylib/examples/models/resources/shaders/glsl100/skybox.fs
new file mode 100644
index 0000000..0ea6876
--- /dev/null
+++ b/raylib/examples/models/resources/shaders/glsl100/skybox.fs
@@ -0,0 +1,31 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+
+// Input uniform values
+uniform samplerCube environmentMap;
+uniform bool vflipped;
+uniform bool doGamma;
+
+void main()
+{
+ // Fetch color from texture map
+ vec4 texelColor = vec4(0.0);
+
+ if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
+ else texelColor = textureCube(environmentMap, fragPosition);
+
+ vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
+
+ if (doGamma) // Apply gamma correction
+ {
+ color = color/(color + vec3(1.0));
+ color = pow(color, vec3(1.0/2.2));
+ }
+
+ // Calculate final fragment color
+ gl_FragColor = vec4(color, 1.0);
+}
diff --git a/raylib/examples/models/resources/shaders/glsl100/skybox.vs b/raylib/examples/models/resources/shaders/glsl100/skybox.vs
new file mode 100644
index 0000000..e440ace
--- /dev/null
+++ b/raylib/examples/models/resources/shaders/glsl100/skybox.vs
@@ -0,0 +1,24 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 matProjection;
+uniform mat4 matView;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+
+void main()
+{
+ // Calculate fragment position based on model transformations
+ fragPosition = vertexPosition;
+
+ // Remove translation from the view matrix
+ mat4 rotView = mat4(mat3(matView));
+ vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
+
+ // Calculate final vertex position
+ gl_Position = clipPos;
+}