Reviewed shaders and added comments
This commit is contained in:
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@ -1,43 +0,0 @@
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#version 330
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in vec2 fragTexCoord;
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in vec4 fragTintColor;
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out vec4 fragColor;
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uniform sampler2D texture0;
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//uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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void main()
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{
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vec4 sum = 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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{
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for (int j = -3; j < 3; j++)
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{
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sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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if (texture2D(texture0, fragTexCoord).r < 0.3)
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{
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tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord);
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}
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else
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{
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if (texture2D(texture0, fragTexCoord).r < 0.5)
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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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fragColor = tc;
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}
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26
examples/resources/shaders/glsl100/base.vs
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26
examples/resources/shaders/glsl100/base.vs
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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 vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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// Input uniform values
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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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void main()
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{
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// Send vertex attributes to fragment shader
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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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}
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37
examples/resources/shaders/glsl100/bloom.fs
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37
examples/resources/shaders/glsl100/bloom.fs
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#version 100
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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 vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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void main()
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{
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vec4 sum = 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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{
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for (int j = -3; j < 3; j++)
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{
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sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
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}
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}
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + 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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finalColor = tc;
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}
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25
examples/resources/shaders/glsl100/grayscale.fs
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25
examples/resources/shaders/glsl100/grayscale.fs
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#version 100
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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 vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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void main()
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{
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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 texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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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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45
examples/resources/shaders/glsl100/swirl.fs
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examples/resources/shaders/glsl100/swirl.fs
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#version 100
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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 vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 800.0; // HARDCODED for example!
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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 angle = 0.8;
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uniform vec2 center = vec2(200.0, 200.0);
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void main (void)
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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tc -= center;
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float dist = length(tc);
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if (dist < radius)
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{
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float percent = (radius - dist)/radius;
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float theta = percent*percent*angle*8.0;
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float s = sin(theta);
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float c = cos(theta);
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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}
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tc += center;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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gl_FragColor = vec4(color, 1.0);;
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}
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@ -1,21 +1,26 @@
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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 vec2 vertexTexCoord;
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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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out vec4 fragTintColor;
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// Input uniform values
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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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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragTintColor = vertexColor;
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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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}
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38
examples/resources/shaders/glsl330/bloom.fs
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38
examples/resources/shaders/glsl330/bloom.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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{
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vec4 sum = 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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{
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for (int j = -3; j < 3; j++)
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{
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sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
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}
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}
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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if (texelColor.r < 0.3) tc = sum*sum*0.012 + 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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finalColor = tc;
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}
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26
examples/resources/shaders/glsl330/grayscale.fs
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examples/resources/shaders/glsl330/grayscale.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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{
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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 texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
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// Calculate final fragment color
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finalColor = vec4(gray, gray, gray, texelColor.a);
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}
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#version 330
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// Vertex shader input data
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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#version 330
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// Vertex input data
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Projection and model data
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// Input uniform values
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uniform mat4 mvpMatrix;
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uniform mat4 modelMatrix;
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//uniform mat4 viewMatrix; // Not used
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// Attributes to fragment shader
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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uniform mat4 modelMatrix;
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void main()
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{
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// Send texture coord to fragment shader
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate view vector normal from model
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 800.0; // HARDCODED for example!
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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tc -= center;
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float dist = length(tc);
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if (dist < radius)
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tc += center;
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vec3 color = texture2D(texture0, tc/texSize).rgb;
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fragColor = vec4(color, 1.0);;
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finalColor = vec4(color, 1.0);;
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}
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#version 330
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in vec2 fragTexCoord;
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out vec4 fragColor;
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// NOTE: Add here your custom variables
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void main()
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{
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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// Convert 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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fragColor = vec4(gray, gray, gray, fragTintColor.a);
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}
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#version 330
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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uniform mat4 mvpMatrix;
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varying vec2 fragTexCoord;
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varying vec4 fragTintColor;
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void main()
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{
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fragTexCoord = vertexTexCoord;
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fragTintColor = vertexColor;
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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#version 330
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uniform sampler2D texture0;
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varying vec2 fragTexCoord;
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varying vec4 fragTintColor;
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void main()
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{
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vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor;
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// Convert 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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gl_FragColor = vec4(gray, gray, gray, base.a);
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}
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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SetModelTexture(&dwarf, texture); // Bind texture to model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Shader shader = LoadShader("resources/shaders/base.vs",
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"resources/shaders/swirl.fs"); // Load postpro shader
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/swirl.fs"); // Load postpro shader
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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Shader shader = LoadShader("resources/shaders/base.vs",
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"resources/shaders/grayscale.fs"); // Load model shader
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs"); // Load model shader
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SetModelShader(&dwarf, shader); // Set shader effect to 3d model
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SetModelTexture(&dwarf, texture); // Bind texture to model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Shader shader = LoadShader("resources/shaders/base.vs",
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"resources/shaders/bloom.fs"); // Load postpro shader
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/bloom.fs"); // Load postpro shader
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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End3dMode();
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DrawText("HELLO TEXTURE!!!", 120, 200, 60, RED);
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DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png");
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// NOTE: This shader is a bit different than model/postprocessing shaders,
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// it requires the color data for every vertice to use it in every shape or texture independently
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Shader shader = LoadShader("resources/shaders/shapes_base.vs",
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"resources/shaders/shapes_grayscale.fs");
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs");
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// Shader usage is also different than models/postprocessing, shader is just activated when required
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