Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :)
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docs/examples/web/resources/audio/2t2m_spa.xm
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docs/examples/web/resources/audio/coin.wav
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docs/examples/web/resources/audio/guitar_noodling.ogg
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docs/examples/web/resources/audio/spring.wav
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docs/examples/web/resources/audio/tanatana.ogg
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docs/examples/web/resources/audio/weird.wav
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docs/examples/web/resources/billboard.png
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docs/examples/web/resources/cat.png
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docs/examples/web/resources/cubicmap.png
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docs/examples/web/resources/cubicmap_atlas.png
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docs/examples/web/resources/fonts/alagard.rbmf
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docs/examples/web/resources/fonts/alpha_beta.rbmf
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docs/examples/web/resources/fonts/bmfont.fnt
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page id=0 file="bmfont.png"
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docs/examples/web/resources/fonts/bmfont.png
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docs/examples/web/resources/fonts/custom_alagard.png
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docs/examples/web/resources/fonts/custom_jupiter_crash.png
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docs/examples/web/resources/fonts/custom_mecha.png
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docs/examples/web/resources/fonts/jupiter_crash.rbmf
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docs/examples/web/resources/fonts/mecha.rbmf
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docs/examples/web/resources/fonts/pixantiqua.rbmf
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docs/examples/web/resources/fonts/pixantiqua.ttf
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docs/examples/web/resources/fonts/pixelplay.rbmf
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docs/examples/web/resources/fonts/romulus.rbmf
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docs/examples/web/resources/fonts/setback.rbmf
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docs/examples/web/resources/guybrush.png
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docs/examples/web/resources/heightmap.png
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docs/examples/web/resources/model/dwarf.obj
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docs/examples/web/resources/model/dwarf_diffuse.png
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docs/examples/web/resources/model/dwarf_normal.png
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docs/examples/web/resources/model/dwarf_specular.png
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docs/examples/web/resources/parrots.png
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docs/examples/web/resources/raylib_logo.png
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docs/examples/web/resources/shaders/glsl100/base.vs
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#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
37
docs/examples/web/resources/shaders/glsl100/bloom.fs
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|
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#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec4 tc = vec4(0);
|
||||
|
||||
for (int i = -4; i < 4; i++)
|
||||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
{
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
|
||||
}
|
||||
}
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
// Calculate final fragment color
|
||||
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
|
||||
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
|
||||
else tc = sum*sum*0.0075 + texelColor;
|
||||
|
||||
gl_FragColor = tc;
|
||||
}
|
54
docs/examples/web/resources/shaders/glsl100/distortion.fs
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|
@ -0,0 +1,54 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
|
||||
// NOTE: Default parameters for Oculus Rift DK2 device
|
||||
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
||||
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
||||
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
||||
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
||||
const vec2 Scale = vec2(0.25, 0.45);
|
||||
const vec2 ScaleIn = vec2(4.0, 2.5);
|
||||
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
||||
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// The following two variables need to be set per eye
|
||||
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
||||
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
||||
|
||||
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
||||
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
||||
//vec2 tc = LensCenter + Scale*theta1;
|
||||
|
||||
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
||||
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
||||
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else
|
||||
{
|
||||
// Do blue texture lookup
|
||||
float blue = texture2D(texture0, tcBlue).b;
|
||||
|
||||
// Do green lookup (no scaling)
|
||||
vec2 tcGreen = LensCenter + Scale*theta1;
|
||||
float green = texture2D(texture0, tcGreen).g;
|
||||
|
||||
// Do red scale and lookup
|
||||
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
||||
vec2 tcRed = LensCenter + Scale*thetaRed;
|
||||
float red = texture2D(texture0, tcRed).r;
|
||||
|
||||
gl_FragColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
25
docs/examples/web/resources/shaders/glsl100/grayscale.fs
Normal file
|
@ -0,0 +1,25 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
|
||||
|
||||
// Convert texel color to grayscale using NTSC conversion weights
|
||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
|
||||
}
|
45
docs/examples/web/resources/shaders/glsl100/swirl.fs
Normal file
|
@ -0,0 +1,45 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 800.0; // HARDCODED for example!
|
||||
const float renderHeight = 480.0; // Use uniforms instead...
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center;// = vec2(200.0, 200.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||
vec2 tc = fragTexCoord*texSize;
|
||||
tc -= center;
|
||||
|
||||
float dist = length(tc);
|
||||
|
||||
if (dist < radius)
|
||||
{
|
||||
float percent = (radius - dist)/radius;
|
||||
float theta = percent*percent*angle*8.0;
|
||||
float s = sin(theta);
|
||||
float c = cos(theta);
|
||||
|
||||
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
|
||||
}
|
||||
|
||||
tc += center;
|
||||
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
||||
|
||||
gl_FragColor = vec4(color.rgb, 1.0);;
|
||||
}
|
26
docs/examples/web/resources/shaders/glsl330/base.vs
Normal file
|
@ -0,0 +1,26 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
38
docs/examples/web/resources/shaders/glsl330/bloom.fs
Normal file
|
@ -0,0 +1,38 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec4 tc = vec4(0);
|
||||
|
||||
for (int i = -4; i < 4; i++)
|
||||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
{
|
||||
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
|
||||
}
|
||||
}
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
// Calculate final fragment color
|
||||
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
|
||||
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
|
||||
else tc = sum*sum*0.0075 + texelColor;
|
||||
|
||||
finalColor = tc;
|
||||
}
|
27
docs/examples/web/resources/shaders/glsl330/depth.fs
Normal file
|
@ -0,0 +1,27 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0; // Depth texture
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
float zNear = 0.01; // camera z near
|
||||
float zFar = 10.0; // camera z far
|
||||
float z = texture(texture0, fragTexCoord).x;
|
||||
|
||||
// Linearize depth value
|
||||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(depth, depth, depth, 1.0f);
|
||||
}
|
56
docs/examples/web/resources/shaders/glsl330/distortion.fs
Normal file
|
@ -0,0 +1,56 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Default parameters for Oculus Rift DK2 device
|
||||
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
||||
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
||||
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
||||
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
||||
const vec2 Scale = vec2(0.25, 0.45);
|
||||
const vec2 ScaleIn = vec2(4.0, 2.5);
|
||||
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
||||
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// The following two variables need to be set per eye
|
||||
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
||||
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
||||
|
||||
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
||||
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
||||
//vec2 tc = LensCenter + Scale*theta1;
|
||||
|
||||
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
||||
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
||||
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else
|
||||
{
|
||||
// Do blue texture lookup
|
||||
float blue = texture(texture0, tcBlue).b;
|
||||
|
||||
// Do green lookup (no scaling)
|
||||
vec2 tcGreen = LensCenter + Scale*theta1;
|
||||
float green = texture(texture0, tcGreen).g;
|
||||
|
||||
// Do red scale and lookup
|
||||
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
||||
vec2 tcRed = LensCenter + Scale*thetaRed;
|
||||
float red = texture(texture0, tcRed).r;
|
||||
|
||||
finalColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
||||
|
26
docs/examples/web/resources/shaders/glsl330/grayscale.fs
Normal file
|
@ -0,0 +1,26 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
|
||||
|
||||
// Convert texel color to grayscale using NTSC conversion weights
|
||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(gray, gray, gray, texelColor.a);
|
||||
}
|
46
docs/examples/web/resources/shaders/glsl330/swirl.fs
Normal file
|
@ -0,0 +1,46 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 800.0; // HARDCODED for example!
|
||||
const float renderHeight = 480.0; // Use uniforms instead...
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center = vec2(200.0, 200.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||
vec2 tc = fragTexCoord*texSize;
|
||||
tc -= center;
|
||||
|
||||
float dist = length(tc);
|
||||
|
||||
if (dist < radius)
|
||||
{
|
||||
float percent = (radius - dist)/radius;
|
||||
float theta = percent*percent*angle*8.0;
|
||||
float s = sin(theta);
|
||||
float c = cos(theta);
|
||||
|
||||
tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
|
||||
}
|
||||
|
||||
tc += center;
|
||||
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
||||
|
||||
finalColor = vec4(color.rgb, 1.0);;
|
||||
}
|
BIN
docs/examples/web/resources/smoke.png
Normal file
After Width: | Height: | Size: 15 KiB |
BIN
docs/examples/web/resources/texture_formats/sonic.png
Normal file
After Width: | Height: | Size: 114 KiB |