Updated shaders pack

Some deep review of this shaders is required for optimization...
This commit is contained in:
raysan5 2016-07-19 10:57:35 +02:00
parent 76c9e9883d
commit 61558ab83f
25 changed files with 59 additions and 58 deletions

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables

View file

@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
const float renderWidth = 1280; // NOTE: Render size values must be passed from code
const float renderHeight = 720; const float renderWidth = 800;
const float renderHeight = 450;
float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 ); float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 ); float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables

View file

@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
const float renderWidth = 1280; // NOTE: Render size values must be passed from code
const float renderHeight = 720; const float renderWidth = 800;
const float renderHeight = 450;
float stitchingSize = 6.0f; float stitchingSize = 6.0f;

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables

View file

@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
const float renderWidth = 1280; // NOTE: Render size values must be passed from code
const float renderHeight = 720; const float renderWidth = 800;
const float renderHeight = 450;
uniform float pixelWidth = 5.0f; uniform float pixelWidth = 5.0f;
uniform float pixelHeight = 5.0f; uniform float pixelHeight = 5.0f;

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables

View file

@ -8,7 +8,7 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables

View file

@ -34,7 +34,6 @@ struct Light {
}; };
const int maxLights = 8; const int maxLights = 8;
uniform int lightsCount;
uniform Light lights[maxLights]; uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
@ -134,19 +133,15 @@ void main()
float spec = 1.0; float spec = 1.0;
if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r); if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
for (int i = 0; i < lightsCount; i++) for (int i = 0; i < maxLights; i++)
{ {
// Check if light is enabled // Check if light is enabled
if (lights[i].enabled == 1) if (lights[i].enabled == 1)
{ {
// Calculate lighting based on light type // Calculate lighting based on light type
switch (lights[i].type) if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
{ else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
case 0: lighting += CalcPointLight(lights[i], n, v, spec); break; else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
default: break;
}
} }
} }

View file

@ -8,12 +8,13 @@ varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
const float renderWidth = 800.0; // HARDCODED for example! // NOTE: Render size values must be passed from code
const float renderHeight = 480.0; // Use uniforms instead... const float renderWidth = 800;
const float renderHeight = 450;
float radius = 250.0; float radius = 250.0;
float angle = 0.8; float angle = 0.8;

View file

@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;

View file

@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
const float renderWidth = 1280.0; // NOTE: Render size values must be passed from code
const float renderHeight = 720.0; const float renderWidth = 800;
const float renderHeight = 450;
float offset[3] = float[](0.0, 1.3846153846, 3.2307692308); float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703); float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);

View file

@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;

View file

@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
const float renderWidth = 1280.0; // NOTE: Render size values must be passed from code
const float renderHeight = 720.0; const float renderWidth = 800.0;
const float renderHeight = 450.0;
float stitchingSize = 6.0; float stitchingSize = 6.0;

View file

@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; // Depth texture uniform sampler2D texture0; // Depth texture
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;

View file

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables

View file

@ -5,7 +5,7 @@ in vec2 fragTexCoord;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables

View file

@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
const float renderWidth = 1280.0; // NOTE: Render size values must be passed from code
const float renderHeight = 720.0; const float renderWidth = 800;
const float renderHeight = 450;
uniform float pixelWidth = 5.0; uniform float pixelWidth = 5.0;
uniform float pixelHeight = 5.0; uniform float pixelHeight = 5.0;

View file

@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;

View file

@ -6,7 +6,7 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;

View file

@ -6,20 +6,23 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
// NOTE: Render size values must be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
float offset = 0.0; float offset = 0.0;
float frequency = 720.0/3.0;
uniform float time; uniform float time;
void main() void main()
{ {
float frequency = renderHeight/3.0;
/* /*
// Scanlines method 1 // Scanlines method 1
float tval = 0; //time float tval = 0; //time

View file

@ -34,7 +34,6 @@ struct Light {
}; };
const int maxLights = 8; const int maxLights = 8;
uniform int lightsCount;
uniform Light lights[maxLights]; uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
@ -134,19 +133,15 @@ void main()
float spec = 1.0; float spec = 1.0;
if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r); if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
for (int i = 0; i < lightsCount; i++) for (int i = 0; i < maxLights; i++)
{ {
// Check if light is enabled // Check if light is enabled
if (lights[i].enabled == 1) if (lights[i].enabled == 1)
{ {
// Calculate lighting based on light type // Calculate lighting based on light type
switch (lights[i].type) if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
{ else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
case 0: lighting += CalcPointLight(lights[i], n, v, spec); break; else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
default: break;
}
} }
} }

View file

@ -6,15 +6,16 @@ in vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D texture0; uniform sampler2D texture0;
uniform vec4 fragTintColor; uniform vec4 colDiffuse;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
const float renderWidth = 800.0; // HARDCODED for example! // NOTE: Render size values must be passed from code
const float renderHeight = 480.0; // Use uniforms instead... const float renderWidth = 800;
const float renderHeight = 450;
float radius = 250.0; float radius = 250.0;
float angle = 0.8; float angle = 0.8;