diff --git a/examples/shaders/resources/LICENSE.md b/examples/shaders/resources/LICENSE.md index 96458eca5..b08a555ab 100644 --- a/examples/shaders/resources/LICENSE.md +++ b/examples/shaders/resources/LICENSE.md @@ -9,3 +9,5 @@ | raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | | space.png | ❔ | ❔ | - | | texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) | +| egg.png | [@GoldenThumbs](https://github.com/GoldenThumbs) | +| torus.png | [@GoldenThumbs](https://github.com/GoldenThumbs) | diff --git a/examples/shaders/resources/egg.png b/examples/shaders/resources/egg.png new file mode 100644 index 000000000..c85249523 Binary files /dev/null and b/examples/shaders/resources/egg.png differ diff --git a/examples/shaders/resources/shaders/glsl100/outline.fs b/examples/shaders/resources/shaders/glsl100/outline.fs new file mode 100644 index 000000000..67410b3a7 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/outline.fs @@ -0,0 +1,35 @@ +#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; +uniform vec2 texScale; + +// Function for drawing outlines on alpha-blended textures +vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol) +{ + vec2 texelScale = 1.0 / lineScale; + vec4 center = texture2D(tex, uv); // We sample the center texel, (with all color data) + // Next we sample four corner texels, but only for the alpha channel (this is for the outline) + vec4 corners; + corners.x = texture2D(tex, uv+vec2( texelScale.x, texelScale.y)).a; + corners.y = texture2D(tex, uv+vec2( texelScale.x,-texelScale.y)).a; + corners.z = texture2D(tex, uv+vec2(-texelScale.x, texelScale.y)).a; + corners.w = texture2D(tex, uv+vec2(-texelScale.x,-texelScale.y)).a; + + float outline = min(dot(corners, vec4(1.0)), 1.0); + vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline); + col = mix(col, center, center.a); + return col; +} + +void main() +{ + gl_FragColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0)); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/outline.fs b/examples/shaders/resources/shaders/glsl330/outline.fs new file mode 100644 index 000000000..c1be1b5de --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/outline.fs @@ -0,0 +1,36 @@ +#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 texScale; + +// Output fragment color +out vec4 finalColor; + +// Function for drawing outlines on alpha-blended textures +vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol) +{ + vec2 texelScale = 1.0 / lineScale; + vec4 center = texture(tex, uv); // We sample the center texel, (with all color data) + // Next we sample four corner texels, but only for the alpha channel (this is for the outline) + vec4 corners; + corners.x = texture(tex, uv+vec2( texelScale.x, texelScale.y)).a; + corners.y = texture(tex, uv+vec2( texelScale.x,-texelScale.y)).a; + corners.z = texture(tex, uv+vec2(-texelScale.x, texelScale.y)).a; + corners.w = texture(tex, uv+vec2(-texelScale.x,-texelScale.y)).a; + + float outline = min(dot(corners, vec4(1.0)), 1.0); + vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline); + col = mix(col, center, center.a); + return col; +} + +void main() +{ + finalColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0)); +} \ No newline at end of file diff --git a/examples/shaders/resources/torus.png b/examples/shaders/resources/torus.png new file mode 100644 index 000000000..399d78257 Binary files /dev/null and b/examples/shaders/resources/torus.png differ diff --git a/examples/shaders/shaders_shapes_outline.c b/examples/shaders/shaders_shapes_outline.c new file mode 100644 index 000000000..591feb6a0 --- /dev/null +++ b/examples/shaders/shaders_shapes_outline.c @@ -0,0 +1,84 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Apply an outline to a texture +* +* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, +* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. +* +* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). +* +* This example has been created using raylib 3.8 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Example contributed by Samuel Skiff (@GoldenThumbs) +* +* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture"); + + Texture2D egg = LoadTexture("resources/egg.png"); + Texture2D torus = LoadTexture("resources/torus.png"); + Shader outline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION)); + + float oScale = 16.0; + float tScale[2] = { 16.0f*4, 16.0f*4 }; + SetShaderValue(outline, GetShaderLocation(outline, "texScale"), tScale, SHADER_UNIFORM_VEC2); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(outline); + DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, oScale, WHITE); + DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, oScale, WHITE); + EndShaderMode(); + + DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY); + + DrawFPS(710, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(egg); + UnloadTexture(torus); + UnloadShader(outline); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file