Updated shaders with comments
This commit is contained in:
parent
0e29aa2951
commit
bc08271da3
34 changed files with 294 additions and 158 deletions
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@ -33,5 +33,5 @@ void main()
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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else tc = sum*sum*0.0075 + texelColor;
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finalColor = tc;
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gl_FragColor = tc;
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}
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}
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@ -20,7 +20,7 @@ float angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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void main()
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{
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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vec2 tc = fragTexCoord*texSize;
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@ -17,7 +17,7 @@ void main()
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{
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{
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vec4 sum = vec4(0);
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vec4 sum = vec4(0);
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vec4 tc = vec4(0);
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vec4 tc = vec4(0);
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for (int i = -4; i < 4; i++)
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for (int i = -4; i < 4; i++)
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{
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{
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for (int j = -3; j < 3; j++)
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for (int j = -3; j < 3; j++)
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@ -29,6 +29,9 @@ uniform float matGlossiness = 50.0;
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uniform vec3 lightPosition;
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uniform vec3 lightPosition;
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uniform vec3 cameraPosition;
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uniform vec3 cameraPosition;
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// Fragment shader output data
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out vec4 fragColor;
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// Calculate ambient lighting component
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// Calculate ambient lighting component
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vec3 AmbientLighting()
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vec3 AmbientLighting()
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{
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{
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@ -21,7 +21,7 @@ float angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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void main()
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{
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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vec2 tc = fragTexCoord*texSize;
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@ -1,20 +1,26 @@
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#version 100
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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varying vec2 fragTexCoord;
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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void main()
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void main()
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{
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{
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vec3 normal = vertexNormal;
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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}
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@ -2,8 +2,11 @@
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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@ -22,21 +25,13 @@ void main()
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}
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}
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}
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}
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if (texture2D(texture0, fragTexCoord).r < 0.3)
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// Texel color fetching from texture sampler
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{
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vec4 texelColor = texture(texture0, fragTexCoord);
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tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
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}
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// Calculate final fragment color
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else
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
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{
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else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
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if (texture2D(texture0, fragTexCoord).r < 0.5)
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else tc = sum*sum*0.0075 + texelColor;
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{
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tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord);
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}
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else
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{
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tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord);
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}
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}
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gl_FragColor = tc;
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gl_FragColor = tc;
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}
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}
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@ -2,7 +2,11 @@
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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@ -16,6 +20,7 @@ float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );
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void main()
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void main()
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{
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{
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// Texel color fetching from texture sampler
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vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
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vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight[0];
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for (int i = 1; i < 3; i++)
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for (int i = 1; i < 3; i++)
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@ -2,12 +2,15 @@
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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float hatchOffsetY = 5.0f;
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float hatchOffsetY = 5.0f;
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float lumThreshold01 = 0.9f;
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float lumThreshold01 = 0.9f;
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@ -2,8 +2,11 @@
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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@ -46,7 +49,7 @@ vec4 PostFX(sampler2D tex, vec2 uv)
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return c;
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return c;
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}
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}
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void main(void)
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void main()
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{
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{
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vec3 tc = PostFX(texture0, fragTexCoord).rgb;
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vec3 tc = PostFX(texture0, fragTexCoord).rgb;
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@ -2,8 +2,11 @@
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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@ -2,12 +2,15 @@
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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const float PI = 3.1415926535;
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const float PI = 3.1415926535;
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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@ -11,10 +14,12 @@ uniform vec4 fragTintColor;
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void main()
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void main()
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{
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{
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
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// Convert to grayscale using NTSC conversion weights
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// Convert texel color to grayscale using NTSC conversion weights
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float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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gl_FragColor = vec4(gray, gray, gray, fragTintColor.a);
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// Calculate final fragment color
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gl_FragColor = vec4(gray, gray, gray, texelColor.a);
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}
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}
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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uniform float time;
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uniform float time;
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void main (void)
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void main()
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{
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{
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/*
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/*
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// Scanlines method 1
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// Scanlines method 1
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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const float renderWidth = 1280;
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const float renderWidth = 800.0; // HARDCODED for example!
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const float renderHeight = 720;
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const float renderHeight = 480.0; // Use uniforms instead...
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float radius = 250.0;
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float radius = 250.0;
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float angle = 0.8;
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float angle = 0.8;
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uniform vec2 center = vec2(200, 200);
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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void main()
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{
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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vec2 tc = fragTexCoord*texSize;
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tc -= center;
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tc -= center;
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float dist = length(tc);
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float dist = length(tc);
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if (dist < radius)
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if (dist < radius)
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{
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{
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float percent = (radius - dist)/radius;
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float percent = (radius - dist)/radius;
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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}
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}
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tc += center;
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tc += center;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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precision mediump float;
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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uniform vec4 fragTintColor;
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void main()
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void main()
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{
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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// NOTE: Implement here your fragment shader code
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#version 330
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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out vec2 fragTexCoord;
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec4 fragColor;
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// NOTE: Add here your custom variables
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// NOTE: Add here your custom variables
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void main()
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void main()
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{
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
|
||||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||||
}
|
}
|
|
@ -1,12 +1,16 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
|
@ -18,25 +22,17 @@ void main()
|
||||||
{
|
{
|
||||||
for (int j = -3; j < 3; j++)
|
for (int j = -3; j < 3; j++)
|
||||||
{
|
{
|
||||||
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
|
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (texture(texture0, fragTexCoord).r < 0.3)
|
// Texel color fetching from texture sampler
|
||||||
{
|
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||||
tc = sum*sum*0.012 + texture(texture0, fragTexCoord);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
if (texture(texture0, fragTexCoord).r < 0.5)
|
|
||||||
{
|
|
||||||
tc = sum*sum*0.009 + texture(texture0, fragTexCoord);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
tc = sum*sum*0.0075 + texture(texture0, fragTexCoord);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
fragColor = tc;
|
// 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;
|
||||||
}
|
}
|
|
@ -1,12 +1,16 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
const float renderWidth = 1280.0;
|
const float renderWidth = 1280.0;
|
||||||
|
@ -17,13 +21,14 @@ float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 tc = texture(texture0, fragTexCoord).rgb*weight[0];
|
// Texel color fetching from texture sampler
|
||||||
|
vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
|
||||||
|
|
||||||
for (int i = 1; i < 3; i++)
|
for (int i = 1; i < 3; i++)
|
||||||
{
|
{
|
||||||
tc += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
||||||
tc += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = vec4(tc, 1.0);
|
finalColor = vec4(texelColor, 1.0);
|
||||||
}
|
}
|
|
@ -1,13 +1,17 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
float hatchOffsetY = 5.0;
|
float hatchOffsetY = 5.0;
|
||||||
float lumThreshold01 = 0.9;
|
float lumThreshold01 = 0.9;
|
||||||
|
@ -27,18 +31,18 @@ void main()
|
||||||
|
|
||||||
if (lum < lumThreshold02)
|
if (lum < lumThreshold02)
|
||||||
{
|
{
|
||||||
if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (lum < lumThreshold03)
|
if (lum < lumThreshold03)
|
||||||
{
|
{
|
||||||
if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
if (mod(gl_FragCoord.x + gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (lum < lumThreshold04)
|
if (lum < lumThreshold04)
|
||||||
{
|
{
|
||||||
if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
if (mod(gl_FragCoord.x - gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||||
}
|
}
|
||||||
|
|
||||||
fragColor = vec4(tc, 1.0);
|
finalColor = vec4(tc, 1.0);
|
||||||
}
|
}
|
|
@ -1,12 +1,16 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
const float renderWidth = 1280.0;
|
const float renderWidth = 1280.0;
|
||||||
|
@ -46,9 +50,9 @@ vec4 PostFX(sampler2D tex, vec2 uv)
|
||||||
return c;
|
return c;
|
||||||
}
|
}
|
||||||
|
|
||||||
void main(void)
|
void main()
|
||||||
{
|
{
|
||||||
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
|
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
|
||||||
|
|
||||||
fragColor = vec4(tc, 1.0);
|
finalColor = vec4(tc, 1.0);
|
||||||
}
|
}
|
27
shaders/glsl330/depth.fs
Normal file
27
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);
|
||||||
|
}
|
|
@ -1,20 +1,26 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec4 base = texture(texture0, fragTexCoord)*fragTintColor;
|
// Texel color fetching from texture sampler
|
||||||
|
vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor;
|
||||||
|
|
||||||
// Convert to grayscale using NTSC conversion weights
|
// Convert texel color to grayscale using NTSC conversion weights
|
||||||
float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114));
|
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||||
|
|
||||||
fragColor = vec4(gray, gray, gray, fragTintColor.a);
|
// Calculate final fragment color
|
||||||
|
finalColor = vec4(gray, gray, gray, texelColor.a);
|
||||||
}
|
}
|
|
@ -1,76 +1,85 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
// Vertex shader input data
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
in vec3 fragNormal;
|
in vec3 fragNormal;
|
||||||
|
|
||||||
// Diffuse data
|
// Input uniform values
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
// Light attributes
|
// Output fragment color
|
||||||
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
|
out vec4 finalColor;
|
||||||
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
|
|
||||||
uniform vec3 light_specularColor = vec3(0, 1, 0);
|
|
||||||
uniform float light_intensity = 1;
|
|
||||||
uniform float light_specIntensity = 1;
|
|
||||||
|
|
||||||
// Material attributes
|
// NOTE: Add here your custom variables
|
||||||
uniform vec3 mat_ambientColor = vec3(1, 1, 1);
|
|
||||||
uniform vec3 mat_specularColor = vec3(1, 1, 1);
|
|
||||||
uniform float mat_glossiness = 50;
|
|
||||||
|
|
||||||
// World attributes
|
// Light uniform values
|
||||||
uniform vec3 lightPos;
|
uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
|
||||||
uniform vec3 cameraPos;
|
uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
|
||||||
|
uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
|
||||||
|
uniform float lightIntensity = 1.0;
|
||||||
|
uniform float lightSpecIntensity = 1.0;
|
||||||
|
|
||||||
|
// Material uniform values
|
||||||
|
uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
|
||||||
|
uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
|
||||||
|
uniform float matGlossiness = 50.0;
|
||||||
|
|
||||||
|
// World uniform values
|
||||||
|
uniform vec3 lightPosition;
|
||||||
|
uniform vec3 cameraPosition;
|
||||||
|
|
||||||
// Fragment shader output data
|
// Fragment shader output data
|
||||||
out vec4 fragColor;
|
out vec4 fragColor;
|
||||||
|
|
||||||
|
// Calculate ambient lighting component
|
||||||
vec3 AmbientLighting()
|
vec3 AmbientLighting()
|
||||||
{
|
{
|
||||||
return mat_ambientColor * light_ambientColor;
|
return (matAmbientColor*lightAmbientColor);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Calculate diffuse lighting component
|
||||||
vec3 DiffuseLighting(in vec3 N, in vec3 L)
|
vec3 DiffuseLighting(in vec3 N, in vec3 L)
|
||||||
{
|
{
|
||||||
// Lambertian reflection calculation
|
// Lambertian reflection calculation
|
||||||
float diffuse = clamp(dot(N, L), 0, 1);
|
float diffuse = clamp(dot(N, L), 0, 1);
|
||||||
|
|
||||||
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
|
return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Calculate specular lighting component
|
||||||
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
|
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
|
||||||
{
|
{
|
||||||
float specular = 0;
|
float specular = 0.0;
|
||||||
|
|
||||||
// Calculate specular reflection only if the surface is oriented to the light source
|
// Calculate specular reflection only if the surface is oriented to the light source
|
||||||
if(dot(N, L) > 0)
|
if (dot(N, L) > 0)
|
||||||
{
|
{
|
||||||
// Calculate half vector
|
// Calculate half vector
|
||||||
vec3 H = normalize(L + V);
|
vec3 H = normalize(L + V);
|
||||||
|
|
||||||
// Calculate specular intensity
|
// Calculate specular intensity
|
||||||
specular = pow(dot(N, H), 3 + mat_glossiness);
|
specular = pow(dot(N, H), 3 + matGlossiness);
|
||||||
}
|
}
|
||||||
|
|
||||||
return mat_specularColor * light_specularColor * light_specIntensity * specular;
|
return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
|
||||||
}
|
}
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// Normalize input vectors
|
// Normalize input vectors
|
||||||
vec3 L = normalize(lightPos);
|
vec3 L = normalize(lightPosition);
|
||||||
vec3 V = normalize(cameraPos);
|
vec3 V = normalize(cameraPosition);
|
||||||
vec3 N = normalize(fragNormal);
|
vec3 N = normalize(fragNormal);
|
||||||
|
|
||||||
|
// Calculate lighting components
|
||||||
vec3 ambient = AmbientLighting();
|
vec3 ambient = AmbientLighting();
|
||||||
vec3 diffuse = DiffuseLighting(N, L);
|
vec3 diffuse = DiffuseLighting(N, L);
|
||||||
vec3 specular = SpecularLighting(N, L, V);
|
vec3 specular = SpecularLighting(N, L, V);
|
||||||
|
|
||||||
// Get base color from texture
|
// Texel color fetching from texture sampler
|
||||||
vec4 textureColor = texture(texture0, fragTexCoord);
|
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||||
vec3 finalColor = textureColor.rgb;
|
|
||||||
|
// Calculate final fragment color
|
||||||
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
|
finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
|
||||||
}
|
}
|
|
@ -1,23 +1,25 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
// Vertex input data
|
// Input vertex attributes
|
||||||
in vec3 vertexPosition;
|
in vec3 vertexPosition;
|
||||||
in vec2 vertexTexCoord;
|
in vec2 vertexTexCoord;
|
||||||
in vec3 vertexNormal;
|
in vec3 vertexNormal;
|
||||||
|
|
||||||
// Projection and model data
|
// Input uniform values
|
||||||
uniform mat4 mvpMatrix;
|
uniform mat4 mvpMatrix;
|
||||||
uniform mat4 modelMatrix;
|
|
||||||
|
|
||||||
// Attributes to fragment shader
|
// Output vertex attributes (to fragment shader)
|
||||||
out vec2 fragTexCoord;
|
out vec2 fragTexCoord;
|
||||||
out vec3 fragNormal;
|
out vec3 fragNormal;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
uniform mat4 modelMatrix;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
// Send texture coord to fragment shader
|
// Send vertex attributes to fragment shader
|
||||||
fragTexCoord = vertexTexCoord;
|
fragTexCoord = vertexTexCoord;
|
||||||
|
|
||||||
// Calculate view vector normal from model
|
// Calculate view vector normal from model
|
||||||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
|
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
|
||||||
fragNormal = normalize(normalMatrix*vertexNormal);
|
fragNormal = normalize(normalMatrix*vertexNormal);
|
||||||
|
|
|
@ -1,13 +1,17 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
const float renderWidth = 1280.0;
|
const float renderWidth = 1280.0;
|
||||||
const float renderHeight = 720.0;
|
const float renderHeight = 720.0;
|
||||||
|
@ -24,5 +28,5 @@ void main()
|
||||||
|
|
||||||
vec3 tc = texture(texture0, coord).rgb;
|
vec3 tc = texture(texture0, coord).rgb;
|
||||||
|
|
||||||
fragColor = vec4(tc, 1.0);
|
finalColor = vec4(tc, 1.0);
|
||||||
}
|
}
|
|
@ -1,12 +1,16 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
float gamma = 0.6;
|
float gamma = 0.6;
|
||||||
|
@ -14,13 +18,14 @@ float numColors = 8.0;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 color = texture(texture0, fragTexCoord.xy).rgb;
|
// Texel color fetching from texture sampler
|
||||||
|
vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb;
|
||||||
|
|
||||||
color = pow(color, vec3(gamma, gamma, gamma));
|
texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
|
||||||
color = color*numColors;
|
texelColor = texelColor*numColors;
|
||||||
color = floor(color);
|
texelColor = floor(texelColor);
|
||||||
color = color/numColors;
|
texelColor = texelColor/numColors;
|
||||||
color = pow(color, vec3(1.0/gamma));
|
texelColor = pow(texelColor, vec3(1.0/gamma));
|
||||||
|
|
||||||
fragColor = vec4(color, 1.0);
|
finalColor = vec4(texelColor, 1.0);
|
||||||
}
|
}
|
|
@ -1,27 +1,32 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 color = texture(texture0, fragTexCoord).rgb;
|
// Texel color fetching from texture sampler
|
||||||
|
vec3 texelColor = texture(texture0, fragTexCoord).rgb;
|
||||||
vec3 colors[3];
|
vec3 colors[3];
|
||||||
colors[0] = vec3(0.0, 0.0, 1.0);
|
colors[0] = vec3(0.0, 0.0, 1.0);
|
||||||
colors[1] = vec3(1.0, 1.0, 0.0);
|
colors[1] = vec3(1.0, 1.0, 0.0);
|
||||||
colors[2] = vec3(1.0, 0.0, 0.0);
|
colors[2] = vec3(1.0, 0.0, 0.0);
|
||||||
|
|
||||||
float lum = (color.r + color.g + color.b)/3.0;
|
float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0;
|
||||||
|
|
||||||
int ix = (lum < 0.5)? 0:1;
|
int ix = (lum < 0.5)? 0:1;
|
||||||
|
|
||||||
vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
|
vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
|
||||||
|
|
||||||
fragColor = vec4(tc, 1.0);
|
finalColor = vec4(tc, 1.0);
|
||||||
}
|
}
|
|
@ -1,12 +1,16 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
float offset = 0.0;
|
float offset = 0.0;
|
||||||
|
@ -14,7 +18,7 @@ float frequency = 720.0/3.0;
|
||||||
|
|
||||||
uniform float time;
|
uniform float time;
|
||||||
|
|
||||||
void main (void)
|
void main()
|
||||||
{
|
{
|
||||||
/*
|
/*
|
||||||
// Scanlines method 1
|
// Scanlines method 1
|
||||||
|
@ -35,7 +39,8 @@ void main (void)
|
||||||
float globalPos = (fragTexCoord.y + offset) * frequency;
|
float globalPos = (fragTexCoord.y + offset) * frequency;
|
||||||
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
|
float wavePos = cos((fract(globalPos) - 0.5)*3.14);
|
||||||
|
|
||||||
vec4 color = texture(texture0, fragTexCoord);
|
// Texel color fetching from texture sampler
|
||||||
|
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||||
|
|
||||||
fragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
|
finalColor = mix(vec4(0.0, 0.3, 0.0, 0.0), texelColor, wavePos);
|
||||||
}
|
}
|
|
@ -1,27 +1,32 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
const float renderWidth = 1280.0;
|
const float renderWidth = 800.0; // HARDCODED for example!
|
||||||
const float renderHeight = 720.0;
|
const float renderHeight = 480.0; // Use uniforms instead...
|
||||||
|
|
||||||
float radius = 250.0;
|
float radius = 250.0;
|
||||||
float angle = 0.8;
|
float angle = 0.8;
|
||||||
|
|
||||||
uniform vec2 center = vec2(200.0, 200.0);
|
uniform vec2 center = vec2(200.0, 200.0);
|
||||||
|
|
||||||
void main (void)
|
void main()
|
||||||
{
|
{
|
||||||
vec2 texSize = vec2(renderWidth, renderHeight);
|
vec2 texSize = vec2(renderWidth, renderHeight);
|
||||||
vec2 tc = fragTexCoord*texSize;
|
vec2 tc = fragTexCoord*texSize;
|
||||||
tc -= center;
|
tc -= center;
|
||||||
|
|
||||||
float dist = length(tc);
|
float dist = length(tc);
|
||||||
|
|
||||||
if (dist < radius)
|
if (dist < radius)
|
||||||
|
@ -37,5 +42,5 @@ void main (void)
|
||||||
tc += center;
|
tc += center;
|
||||||
vec3 color = texture(texture0, tc/texSize).rgb;
|
vec3 color = texture(texture0, tc/texSize).rgb;
|
||||||
|
|
||||||
fragColor = vec4(color, 1.0);;
|
finalColor = vec4(color, 1.0);;
|
||||||
}
|
}
|
|
@ -1,19 +1,24 @@
|
||||||
#version 330
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
in vec2 fragTexCoord;
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
out vec4 fragColor;
|
// Input uniform values
|
||||||
|
|
||||||
uniform sampler2D texture0;
|
uniform sampler2D texture0;
|
||||||
uniform vec4 fragTintColor;
|
uniform vec4 fragTintColor;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
// NOTE: Add here your custom variables
|
// NOTE: Add here your custom variables
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
|
// Texel color fetching from texture sampler
|
||||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||||
|
|
||||||
// NOTE: Implement here your fragment shader code
|
// NOTE: Implement here your fragment shader code
|
||||||
|
|
||||||
fragColor = texelColor*fragTintColor;
|
finalColor = texelColor*fragTintColor;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue