Fix examples

This commit is contained in:
Milan Nikolic 2021-05-26 11:42:32 +02:00
parent c42d027833
commit ad07f2586d
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GPG key ID: 9229D0EAA3AA4E75
14 changed files with 5164 additions and 55024 deletions

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@ -15,7 +15,7 @@ out vec4 finalColor;
const vec2 size = vec2(800, 450); // render size
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
const float quality = 2.5; // lower = smaller glow, better quality
const float quality = 2.5; // lower = smaller glow, better quality
void main()
{

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@ -31,4 +31,4 @@ void main()
color = color/9.5;
fragColor = color;
}
}

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@ -16,26 +16,26 @@ uniform vec2 resolution = vec2(800, 450);
void main()
{
float x = 1.0/resolution.x;
float y = 1.0/resolution.y;
float x = 1.0/resolution.x;
float y = 1.0/resolution.y;
vec4 horizEdge = vec4(0.0);
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 horizEdge = vec4(0.0);
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec4 vertEdge = vec4(0.0);
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
finalColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
}

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@ -40,20 +40,19 @@ func main() {
screenWidth := int32(800)
screenHeight := int32(450)
rl.SetConfigFlags(rl.FlagMsaa4xHint | rl.FlagVsyncHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
camera := rl.Camera{}
camera.Position = rl.NewVector3(3.0, 3.0, 3.0)
camera.Target = rl.NewVector3(0.0, 1.5, 0.0)
camera.Position = rl.NewVector3(2.0, 3.0, 2.0)
camera.Target = rl.NewVector3(0.0, 1.0, 0.0)
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
camera.Fovy = 45.0
dwarf := rl.LoadModel("dwarf.obj") // Load OBJ model
texture := rl.LoadTexture("dwarf_diffuse.png") // Load model texture
dwarf.Materials = make([]rl.Material, 1)
dwarf.Materials[0].Maps[rl.MapDiffuse].Texture = texture // Set dwarf model diffuse texture
obj := rl.LoadModel("church.obj") // Load OBJ model
texture := rl.LoadTexture("church_diffuse.png") // Load model texture
rl.SetMaterialTexture(obj.Materials, rl.MapDiffuse, texture) // Set obj model diffuse texture
position := rl.NewVector3(0.0, 0.0, 0.0) // Set model position
@ -105,7 +104,7 @@ func main() {
rl.BeginMode3D(camera)
rl.DrawModel(dwarf, position, 2.0, rl.White) // Draw 3d model with texture
rl.DrawModel(obj, position, 0.1, rl.White) // Draw 3d model with texture
rl.DrawGrid(10, 1.0) // Draw a grid
@ -123,7 +122,7 @@ func main() {
rl.DrawRectangle(0, 9, 580, 30, rl.Fade(rl.LightGray, 0.7))
rl.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, rl.DarkGray)
rl.DrawText("(c) Church 3D model by Alberto Cano", screenWidth-200, screenHeight-20, 10, rl.DarkGray)
rl.DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, rl.Black)
rl.DrawText(postproShaderText[currentShader], 330, 15, 20, rl.Red)
@ -140,7 +139,7 @@ func main() {
}
rl.UnloadTexture(texture) // Unload texture
rl.UnloadModel(dwarf) // Unload model
rl.UnloadModel(obj) // Unload model
rl.UnloadRenderTexture(target) // Unload render texture
rl.CloseWindow()