mirror of https://github.com/raysan5/raylib
REVIEWED: EXAMPLE: shaders_shapes_outline
Removed unneeded resources to use raylib ones.
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| raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
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| space.png | ❔ | ❔ | - |
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| 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/) |
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| egg.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
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| torus.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
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@ -7,30 +7,29 @@ in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 texScale;
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uniform vec2 textureSize;
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uniform float outlineSize;
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uniform vec4 outlineColor;
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// Output fragment color
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out vec4 finalColor;
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// Function for drawing outlines on alpha-blended textures
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vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol)
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{
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vec2 texelScale = 1.0 / lineScale;
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vec4 center = texture(tex, uv); // We sample the center texel, (with all color data)
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// Next we sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners;
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corners.x = texture(tex, uv+vec2( texelScale.x, texelScale.y)).a;
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corners.y = texture(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
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corners.z = texture(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(tex, uv+vec2(-texelScale.x,-texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline);
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col = mix(col, center, center.a);
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return col;
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}
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void main()
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{
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finalColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0));
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vec4 texel = texture(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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texelScale.x = outlineSize/textureSize.x;
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texelScale.y = outlineSize/textureSize.y;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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finalColor = mix(color, texel, texel.a);
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}
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@ -5,12 +5,10 @@
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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* This example has been created using raylib 3.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Samuel Skiff (@GoldenThumbs)
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* Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
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*
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@ -33,13 +31,23 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
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Texture2D egg = LoadTexture("resources/egg.png");
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Texture2D torus = LoadTexture("resources/torus.png");
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Texture2D texture = LoadTexture("resources/fudesumi.png");
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Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
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float outlineScale = 16.0f;
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float textureScale[2] = { 16.0f*4, 16.0f*4 };
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SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2);
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float outlineSize = 2.0f;
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float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color
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float textureSize[2] = { (float)texture.width, (float)texture.height };
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// Get shader locations
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int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
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int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
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int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
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// Set shader values (they can be changed later)
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SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
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SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -49,7 +57,10 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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outlineSize += GetMouseWheelMove();
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if (outlineSize < 1.0f) outlineSize = 1.0f;
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SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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// Draw
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@ -59,11 +70,14 @@ int main(void)
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ClearBackground(RAYWHITE);
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BeginShaderMode(shdrOutline);
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DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE);
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DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE);
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DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
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EndShaderMode();
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DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY);
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DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
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DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
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DrawFPS(710, 10);
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@ -73,8 +87,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(egg);
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UnloadTexture(torus);
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UnloadTexture(texture);
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UnloadShader(shdrOutline);
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CloseWindow(); // Close window and OpenGL context
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