diff options
Diffstat (limited to 'raylib/examples/shaders/resources')
11 files changed, 169 insertions, 50 deletions
diff --git a/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs b/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs index 44d0834..82d0a75 100644 --- a/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs +++ b/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs @@ -6,30 +6,30 @@ precision mediump float; varying vec2 fragTexCoord; varying vec4 fragColor; -uniform vec2 screenDims; // Dimensions of the screen uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c uniform vec2 offset; // Offset of the scale. uniform float zoom; // Zoom of the scale. // NOTE: Maximum number of shader for-loop iterations depend on GPU, // for example, on RasperryPi for this examply only supports up to 60 -const int MAX_ITERATIONS = 48; // Max iterations to do +const int maxIterations = 48; // Max iterations to do. +const float colorCycles = 1.0f; // Number of times the color palette repeats. // Square a complex number vec2 ComplexSquare(vec2 z) { return vec2( - z.x * z.x - z.y * z.y, - z.x * z.y * 2.0 + z.x*z.x - z.y*z.y, + z.x*z.y*2.0f ); } // Convert Hue Saturation Value (HSV) color into RGB vec3 Hsv2rgb(vec3 c) { - vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); + vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f); + vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www); + return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y); } void main() @@ -45,8 +45,8 @@ void main() If the number is below 2, we keep iterating. But when do we stop iterating if the number is always below 2 (it converges)? - That is what MAX_ITERATIONS is for. - Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can + That is what maxIterations is for. + Then we can divide the iterations by the maxIterations value to get a normalized value that we can then map to a color. We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared. @@ -55,13 +55,15 @@ void main() // The pixel coordinates are scaled so they are on the mandelbrot scale // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom - vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom); + vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom; + z.x += offset.x; + z.y += offset.y; int iter = 0; for (int iterations = 0; iterations < 60; iterations++) { z = ComplexSquare(z) + c; // Iterate function - if (dot(z, z) > 4.0) break; + if (dot(z, z) > 4.0f) break; iter = iterations; } @@ -72,12 +74,12 @@ void main() z = ComplexSquare(z) + c; // This last part smooths the color (again see link above). - float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0)); + float smoothVal = float(iter) + 1.0f - (log(log(length(z)))/log(2.0f)); // Normalize the value so it is between 0 and 1. - float norm = smoothVal/float(MAX_ITERATIONS); + float norm = smoothVal/float(maxIterations); // If in set, color black. 0.999 allows for some float accuracy error. - if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); - else gl_FragColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0); + if (norm > 0.999f) gl_FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); + else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f); } diff --git a/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs b/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs index 7367161..73531a8 100644 --- a/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs +++ b/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs @@ -18,12 +18,6 @@ uniform vec4 colDiffuse; #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - struct Light { int enabled; int type; diff --git a/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs b/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs index ec6c664..7ff401a 100644 --- a/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs +++ b/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs @@ -42,5 +42,5 @@ void main() tc += center; vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; - gl_FragColor = vec4(color.rgb, 1.0);; + gl_FragColor = vec4(color.rgb, 1.0); } diff --git a/raylib/examples/shaders/resources/shaders/glsl100/tiling.fs b/raylib/examples/shaders/resources/shaders/glsl100/tiling.fs new file mode 100644 index 0000000..392786a --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl100/tiling.fs @@ -0,0 +1,21 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D diffuseMap; +uniform vec4 tiling; + +// NOTE: Add here your custom variables + +void main() +{ + vec2 texCoord = fragTexCoord*tiling; + fragColor = texture2D(diffuseMap, texCoord); + + gl_FragColor = fragColor; +} diff --git a/raylib/examples/shaders/resources/shaders/glsl120/lighting.fs b/raylib/examples/shaders/resources/shaders/glsl120/lighting.fs index d9cfb44..8dda5a5 100644 --- a/raylib/examples/shaders/resources/shaders/glsl120/lighting.fs +++ b/raylib/examples/shaders/resources/shaders/glsl120/lighting.fs @@ -16,12 +16,6 @@ uniform vec4 colDiffuse; #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - struct Light { int enabled; int type; diff --git a/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.fs b/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.fs new file mode 100644 index 0000000..c9c6a31 --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.fs @@ -0,0 +1,55 @@ +#version 330 core +out vec4 finalColor; + +in vec2 texCoord; +in vec2 texCoord2; + +uniform sampler2D gPosition; +uniform sampler2D gNormal; +uniform sampler2D gAlbedoSpec; + +struct Light { + int enabled; + int type; // Unused in this demo. + vec3 position; + vec3 target; // Unused in this demo. + vec4 color; +}; + +const int NR_LIGHTS = 4; +uniform Light lights[NR_LIGHTS]; +uniform vec3 viewPosition; + +const float QUADRATIC = 0.032; +const float LINEAR = 0.09; + +void main() { + vec3 fragPosition = texture(gPosition, texCoord).rgb; + vec3 normal = texture(gNormal, texCoord).rgb; + vec3 albedo = texture(gAlbedoSpec, texCoord).rgb; + float specular = texture(gAlbedoSpec, texCoord).a; + + vec3 ambient = albedo * vec3(0.1f); + vec3 viewDirection = normalize(viewPosition - fragPosition); + + for(int i = 0; i < NR_LIGHTS; ++i) + { + if(lights[i].enabled == 0) continue; + vec3 lightDirection = lights[i].position - fragPosition; + vec3 diffuse = max(dot(normal, lightDirection), 0.0) * albedo * lights[i].color.xyz; + + vec3 halfwayDirection = normalize(lightDirection + viewDirection); + float spec = pow(max(dot(normal, halfwayDirection), 0.0), 32.0); + vec3 specular = specular * spec * lights[i].color.xyz; + + // Attenuation + float distance = length(lights[i].position - fragPosition); + float attenuation = 1.0 / (1.0 + LINEAR * distance + QUADRATIC * distance * distance); + diffuse *= attenuation; + specular *= attenuation; + ambient += diffuse + specular; + } + + finalColor = vec4(ambient, 1.0); +} + diff --git a/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.vs b/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.vs new file mode 100644 index 0000000..f2b1bd7 --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl330/deferred_shading.vs @@ -0,0 +1,11 @@ +#version 330 core + +layout (location = 0) in vec3 vertexPosition; +layout (location = 1) in vec2 vertexTexCoord; + +out vec2 texCoord; + +void main() { + gl_Position = vec4(vertexPosition, 1.0); + texCoord = vertexTexCoord; +} diff --git a/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.fs b/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.fs new file mode 100644 index 0000000..c86e20a --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.fs @@ -0,0 +1,22 @@ +#version 330 core +layout (location = 0) out vec3 gPosition; +layout (location = 1) out vec3 gNormal; +layout (location = 2) out vec4 gAlbedoSpec; + +in vec3 fragPosition; +in vec2 fragTexCoord; +in vec3 fragNormal; + +uniform sampler2D diffuseTexture; +uniform sampler2D specularTexture; + +void main() { + // store the fragment position vector in the first gbuffer texture + gPosition = fragPosition; + // also store the per-fragment normals into the gbuffer + gNormal = normalize(fragNormal); + // and the diffuse per-fragment color + gAlbedoSpec.rgb = texture(diffuseTexture, fragTexCoord).rgb; + // store specular intensity in gAlbedoSpec's alpha component + gAlbedoSpec.a = texture(specularTexture, fragTexCoord).r; +} diff --git a/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.vs b/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.vs new file mode 100644 index 0000000..7d264ba --- /dev/null +++ b/raylib/examples/shaders/resources/shaders/glsl330/gbuffer.vs @@ -0,0 +1,24 @@ +#version 330 core +layout (location = 0) in vec3 vertexPosition; +layout (location = 1) in vec2 vertexTexCoord; +layout (location = 2) in vec3 vertexNormal; + +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec3 fragNormal; + +uniform mat4 matModel; +uniform mat4 matView; +uniform mat4 matProjection; + +void main() +{ + vec4 worldPos = matModel * vec4(vertexPosition, 1.0); + fragPosition = worldPos.xyz; + fragTexCoord = vertexTexCoord; + + mat3 normalMatrix = transpose(inverse(mat3(matModel))); + fragNormal = normalMatrix * vertexNormal; + + gl_Position = matProjection * matView * worldPos; +} diff --git a/raylib/examples/shaders/resources/shaders/glsl330/julia_set.fs b/raylib/examples/shaders/resources/shaders/glsl330/julia_set.fs index c5ee0da..7a6f069 100644 --- a/raylib/examples/shaders/resources/shaders/glsl330/julia_set.fs +++ b/raylib/examples/shaders/resources/shaders/glsl330/julia_set.fs @@ -7,28 +7,28 @@ in vec4 fragColor; // Output fragment color out vec4 finalColor; -uniform vec2 screenDims; // Dimensions of the screen uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c uniform vec2 offset; // Offset of the scale. uniform float zoom; // Zoom of the scale. -const int MAX_ITERATIONS = 255; // Max iterations to do. +const int maxIterations = 255; // Max iterations to do. +const float colorCycles = 2.0f; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers. // Square a complex number vec2 ComplexSquare(vec2 z) { return vec2( - z.x * z.x - z.y * z.y, - z.x * z.y * 2.0 + z.x*z.x - z.y*z.y, + z.x*z.y*2.0f ); } // Convert Hue Saturation Value (HSV) color into RGB vec3 Hsv2rgb(vec3 c) { - vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); - vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); - return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); + vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f); + vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www); + return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y); } void main() @@ -44,8 +44,8 @@ void main() If the number is below 2, we keep iterating. But when do we stop iterating if the number is always below 2 (it converges)? - That is what MAX_ITERATIONS is for. - Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can + That is what maxIterations is for. + Then we can divide the iterations by the maxIterations value to get a normalized value that we can then map to a color. We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared. @@ -54,14 +54,16 @@ void main() // The pixel coordinates are scaled so they are on the mandelbrot scale // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom - vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom); + vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom; + z.x += offset.x; + z.y += offset.y; int iterations = 0; - for (iterations = 0; iterations < MAX_ITERATIONS; iterations++) + for (iterations = 0; iterations < maxIterations; iterations++) { z = ComplexSquare(z) + c; // Iterate function - if (dot(z, z) > 4.0) break; + if (dot(z, z) > 4.0f) break; } // Another few iterations decreases errors in the smoothing calculation. @@ -70,12 +72,12 @@ void main() z = ComplexSquare(z) + c; // This last part smooths the color (again see link above). - float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0)); + float smoothVal = float(iterations) + 1.0f - (log(log(length(z)))/log(2.0f)); // Normalize the value so it is between 0 and 1. - float norm = smoothVal/float(MAX_ITERATIONS); + float norm = smoothVal/float(maxIterations); // If in set, color black. 0.999 allows for some float accuracy error. - if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0); - else finalColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0); + if (norm > 0.999f) finalColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); + else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f); } diff --git a/raylib/examples/shaders/resources/shaders/glsl330/lighting.fs b/raylib/examples/shaders/resources/shaders/glsl330/lighting.fs index 58845c8..d1f3140 100644 --- a/raylib/examples/shaders/resources/shaders/glsl330/lighting.fs +++ b/raylib/examples/shaders/resources/shaders/glsl330/lighting.fs @@ -19,12 +19,6 @@ out vec4 finalColor; #define LIGHT_DIRECTIONAL 0 #define LIGHT_POINT 1 -struct MaterialProperty { - vec3 color; - int useSampler; - sampler2D sampler; -}; - struct Light { int enabled; int type; |
