Improved shaders_postprocessing example

This commit is contained in:
Ray 2017-05-16 00:14:14 +02:00
parent c9d6b7e356
commit 65e6a6db53
34 changed files with 24630 additions and 22395 deletions

View file

@ -13,22 +13,22 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Render size values must be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
const float renderWidth = 800.0;
const float renderHeight = 450.0;
float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
void main()
{
// Texel color fetching from texture sampler
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
for (int i = 1; i < 3; i++)
{
tc += texture2D(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
tc += texture2D(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
}
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
gl_FragColor = vec4(tc, 1.0);
}

View file

@ -12,11 +12,11 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
float hatchOffsetY = 5.0f;
float lumThreshold01 = 0.9f;
float lumThreshold02 = 0.7f;
float lumThreshold03 = 0.5f;
float lumThreshold04 = 0.3f;
float hatchOffsetY = 5.0;
float lumThreshold01 = 0.9;
float lumThreshold02 = 0.7;
float lumThreshold03 = 0.5;
float lumThreshold04 = 0.3;
void main()
{

View file

@ -13,12 +13,11 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Render size values must be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
const float renderWidth = 800.0;
const float renderHeight = 450.0;
float stitchingSize = 6.0f;
uniform int invert = 0;
float stitchingSize = 6.0;
int invert = 0;
vec4 PostFX(sampler2D tex, vec2 uv)
{

View file

@ -16,11 +16,11 @@ const float PI = 3.1415926535;
void main()
{
float aperture = 178.0f;
float aperture = 178.0;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float maxFactor = sin(apertureHalf);
vec2 uv = vec2(0);
vec2 uv = vec2(0.0);
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
float d = length(xy);

View file

@ -13,11 +13,11 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
// NOTE: Render size values must be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
const float renderWidth = 800.0;
const float renderHeight = 450.0;
uniform float pixelWidth = 5.0f;
uniform float pixelHeight = 5.0f;
float pixelWidth = 5.0;
float pixelHeight = 5.0;
void main()
{

View file

@ -13,7 +13,7 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
void main()
{
{
vec3 color = texture2D(texture0, fragTexCoord).rgb;
vec3 colors[3];
colors[0] = vec3(0.0, 0.0, 1.0);
@ -21,10 +21,11 @@ void main()
colors[2] = vec3(1.0, 0.0, 0.0);
float lum = (color.r + color.g + color.b)/3.0;
vec3 tc = vec3(0.0, 0.0, 0.0);
int ix = (lum < 0.5)? 0:1;
vec3 tc = mix(colors[ix], colors[ix+1], (lum-float(ix)*0.5)/0.5);
if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5);
else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5);
gl_FragColor = vec4(tc, 1.0);
}

View file

@ -12,8 +12,8 @@ uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
float offset = 0;
float frequency = 720/3.0;
float offset = 0.0;
float frequency = 450.0/3.0;
uniform float time;
@ -40,5 +40,5 @@ void main()
vec4 color = texture2D(texture0, fragTexCoord);
gl_FragColor = mix(vec4(0, 0.3, 0, 0), color, wavePos);
gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
}

View file

@ -1,18 +1,17 @@
#version 330
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
uniform vec2 resolution = vec2(800, 450);
vec2 resolution = vec2(800.0, 450.0);
void main()
{

View file

@ -18,6 +18,48 @@
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
#endif
#define MAX_POSTPRO_SHADERS 12
typedef enum {
FX_GRAYSCALE = 0,
FX_POSTERIZATION,
FX_DREAM_VISION,
FX_PIXELIZER,
FX_CROSS_HATCHING,
FX_CROSS_STITCHING,
FX_PREDATOR_VIEW,
FX_SCANLINES,
FX_FISHEYE,
FX_SOBEL,
FX_BLOOM,
FX_BLUR,
//FX_FXAA
} PostproShader;
static const char *postproShaderText[] = {
"GRAYSCALE",
"POSTERIZATION",
"DREAM_VISION",
"PIXELIZER",
"CROSS_HATCHING",
"CROSS_STITCHING",
"PREDATOR_VIEW",
"SCANLINES",
"FISHEYE",
"SOBEL",
"BLOOM",
"BLUR",
//"FXAA"
};
int main()
{
// Initialization
@ -38,8 +80,25 @@ int main()
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/bloom.fs"); // Load postpro shader
// Load all postpro shaders
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
// NOTE 2: We load the correct shader depending on GLSL version
Shader shaders[MAX_POSTPRO_SHADERS];
shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
int currentShader = FX_GRAYSCALE;
// Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
@ -56,6 +115,12 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
else if (IsKeyPressed(KEY_LEFT)) currentShader--;
if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
//----------------------------------------------------------------------------------
// Draw
@ -73,21 +138,26 @@ int main()
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginShaderMode(shader);
// Render previously generated texture using selected postpro shader
BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
DrawFPS(10, 10);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
DrawText("< >", 540, 10, 30, DARKBLUE);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
@ -95,7 +165,10 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
// Unload all postpro shaders
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadRenderTexture(target); // Unload render texture