add more model & shader examples

This commit is contained in:
unkl nik 2023-10-25 21:53:53 +02:00
parent 32413f57ee
commit 35682b2387
11 changed files with 357 additions and 0 deletions

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#version 330
/*************************************************************************************
The Sieve of Eratosthenes -- a simple shader by ProfJski
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
The screen is divided into a square grid of boxes, each representing an integer value.
Each integer is tested to see if it is a prime number. Primes are colored white.
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
You can change the scale variable to make a larger or smaller grid.
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
WARNING: If you make scale too large, your GPU may bog down!
***************************************************************************************/
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
// Make a nice spectrum of colors based on counter and maxSize
vec4 Colorizer(float counter, float maxSize)
{
float red = 0.0, green = 0.0, blue = 0.0;
float normsize = counter/maxSize;
red = smoothstep(0.3, 0.7, normsize);
green = sin(3.14159*normsize);
blue = 1.0 - smoothstep(0.0, 0.4, normsize);
return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
}
void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0);
else
{
for (int i = 2; (i < max(2, sqrt(value) + 1)); i++)
{
if ((value - i*floor(float(value)/float(i))) == 0)
{
color = Colorizer(float(i), scale);
//break; // Uncomment to color by the largest factor instead
}
}
finalColor = color;
}
}

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package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
screenWidth := int32(800)
screenHeight := int32(450)
rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Eratosthenes")
shader := rl.LoadShader("", "eratosthenes.fs")
target := rl.LoadRenderTexture(screenWidth, screenHeight)
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rl.BeginTextureMode(target)
rl.ClearBackground(rl.Black)
rl.DrawRectangle(0, 0, int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()), rl.Black)
rl.EndTextureMode()
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginShaderMode(shader)
rl.DrawTextureRec(target.Texture, rl.NewRectangle(0, 0, float32(target.Texture.Width), float32(target.Texture.Height)), rl.Vector2Zero(), rl.White)
rl.EndShaderMode()
rl.EndDrawing()
}
rl.UnloadShader(shader)
rl.UnloadRenderTexture(target)
rl.CloseWindow()
}

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package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
screenWidth := int32(800)
screenHeight := int32(450)
rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline")
texture := rl.LoadTexture("gopher.png")
shader := rl.LoadShader("", "outline.fs")
cnt := rl.NewVector2(float32(screenWidth/2), float32(screenHeight/2))
outlineSize := []float32{2}
outlineColor := []float32{1, 0, 0, 1}
textureSize := []float32{float32(texture.Width), float32(texture.Height)}
outlineSizeLoc := rl.GetShaderLocation(shader, "outlineSize")
outlineColorLoc := rl.GetShaderLocation(shader, "outlineColor")
textureSizeLoc := rl.GetShaderLocation(shader, "textureSize")
rl.SetShaderValue(shader, outlineSizeLoc, outlineSize, rl.ShaderUniformFloat)
rl.SetShaderValue(shader, outlineColorLoc, outlineColor, rl.ShaderUniformVec4)
rl.SetShaderValue(shader, textureSizeLoc, textureSize, rl.ShaderUniformVec2)
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
if rl.IsKeyPressed(rl.KeyUp) {
outlineSize[0]++
} else if rl.IsKeyPressed(rl.KeyDown) {
outlineSize[0]--
if outlineSize[0] < 1 {
outlineSize[0] = 1
}
}
rl.SetShaderValue(shader, outlineSizeLoc, outlineSize, rl.ShaderUniformFloat)
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginShaderMode(shader)
rl.DrawTexture(texture, int32(cnt.X)-texture.Width/2, int32(cnt.Y)-texture.Height/2, rl.White)
rl.EndShaderMode()
rl.DrawText("UP/DOWN ARROW KEYS INCREASE OUTLINE THICKNESS", 10, 10, 10, rl.Black)
rl.EndDrawing()
}
rl.UnloadShader(shader)
rl.UnloadTexture(texture)
rl.CloseWindow()
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec2 textureSize;
uniform float outlineSize;
uniform vec4 outlineColor;
// Output fragment color
out vec4 finalColor;
void main()
{
vec4 texel = texture(texture0, fragTexCoord); // Get texel color
vec2 texelScale = vec2(0.0);
texelScale.x = outlineSize/textureSize.x;
texelScale.y = outlineSize/textureSize.y;
// We sample four corner texels, but only for the alpha channel (this is for the outline)
vec4 corners = vec4(0.0);
corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
float outline = min(dot(corners, vec4(1.0)), 1.0);
vec4 color = mix(vec4(0.0), outlineColor, outline);
finalColor = mix(color, texel, texel.a);
}