diff --git a/examples/resources/shaders/bloom.fs b/examples/resources/shaders/bloom.fs deleted file mode 100644 index 0a73161a..00000000 --- a/examples/resources/shaders/bloom.fs +++ /dev/null @@ -1,43 +0,0 @@ -#version 330 - -in vec2 fragTexCoord; -in vec4 fragTintColor; - -out vec4 fragColor; - -uniform sampler2D texture0; -//uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -void main() -{ - vec4 sum = vec4(0); - vec4 tc = vec4(0); - - for (int i = -4; i < 4; i++) - { - for (int j = -3; j < 3; j++) - { - sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; - } - } - - if (texture2D(texture0, fragTexCoord).r < 0.3) - { - tc = sum*sum*0.012 + texture2D(texture0, fragTexCoord); - } - else - { - if (texture2D(texture0, fragTexCoord).r < 0.5) - { - tc = sum*sum*0.009 + texture2D(texture0, fragTexCoord); - } - else - { - tc = sum*sum*0.0075 + texture2D(texture0, fragTexCoord); - } - } - - fragColor = tc; -} \ No newline at end of file diff --git a/examples/resources/shaders/glsl100/base.vs b/examples/resources/shaders/glsl100/base.vs new file mode 100644 index 00000000..e9386939 --- /dev/null +++ b/examples/resources/shaders/glsl100/base.vs @@ -0,0 +1,26 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +// Input uniform values +uniform mat4 mvpMatrix; + +// Output vertex attributes (to fragment shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// NOTE: Add here your custom variables + +void main() +{ + // Send vertex attributes to fragment shader + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + // Calculate final vertex position + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); +} \ No newline at end of file diff --git a/examples/resources/shaders/glsl100/bloom.fs b/examples/resources/shaders/glsl100/bloom.fs new file mode 100644 index 00000000..5a08843d --- /dev/null +++ b/examples/resources/shaders/glsl100/bloom.fs @@ -0,0 +1,37 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// NOTE: Add here your custom variables + +void main() +{ + vec4 sum = vec4(0); + vec4 tc = vec4(0); + + for (int i = -4; i < 4; i++) + { + for (int j = -3; j < 3; j++) + { + sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25; + } + } + + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); + + // 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; +} \ No newline at end of file diff --git a/examples/resources/shaders/glsl100/grayscale.fs b/examples/resources/shaders/glsl100/grayscale.fs new file mode 100644 index 00000000..f92ec335 --- /dev/null +++ b/examples/resources/shaders/glsl100/grayscale.fs @@ -0,0 +1,25 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// NOTE: Add here your custom variables + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor; + + // Convert texel color to grayscale using NTSC conversion weights + float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); + + // Calculate final fragment color + gl_FragColor = vec4(gray, gray, gray, texelColor.a); +} \ No newline at end of file diff --git a/examples/resources/shaders/glsl100/swirl.fs b/examples/resources/shaders/glsl100/swirl.fs new file mode 100644 index 00000000..e77d4f87 --- /dev/null +++ b/examples/resources/shaders/glsl100/swirl.fs @@ -0,0 +1,45 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// NOTE: Add here your custom variables + +const float renderWidth = 800.0; // HARDCODED for example! +const float renderHeight = 480.0; // Use uniforms instead... + +float radius = 250.0; +float angle = 0.8; + +uniform vec2 center = vec2(200.0, 200.0); + +void main (void) +{ + vec2 texSize = vec2(renderWidth, renderHeight); + vec2 tc = fragTexCoord*texSize; + tc -= center; + + float dist = length(tc); + + if (dist < radius) + { + float percent = (radius - dist)/radius; + float theta = percent*percent*angle*8.0; + float s = sin(theta); + float c = cos(theta); + + tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c))); + } + + tc += center; + vec3 color = texture2D(texture0, tc/texSize).rgb; + + gl_FragColor = vec4(color, 1.0);; +} \ No newline at end of file diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/glsl330/base.vs similarity index 56% rename from examples/resources/shaders/base.vs rename to examples/resources/shaders/glsl330/base.vs index 9b8cca69..638cb8ae 100644 --- a/examples/resources/shaders/base.vs +++ b/examples/resources/shaders/glsl330/base.vs @@ -1,21 +1,26 @@ #version 330 +// Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; in vec4 vertexColor; -out vec2 fragTexCoord; -out vec4 fragTintColor; - +// Input uniform values uniform mat4 mvpMatrix; +// Output vertex attributes (to fragment shader) +out vec2 fragTexCoord; +out vec4 fragColor; + // NOTE: Add here your custom variables void main() { + // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; - fragTintColor = vertexColor; + fragColor = vertexColor; + // Calculate final vertex position gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); } \ No newline at end of file diff --git a/examples/resources/shaders/glsl330/bloom.fs b/examples/resources/shaders/glsl330/bloom.fs new file mode 100644 index 00000000..c8cb0d32 --- /dev/null +++ b/examples/resources/shaders/glsl330/bloom.fs @@ -0,0 +1,38 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables + +void main() +{ + vec4 sum = vec4(0); + vec4 tc = vec4(0); + + for (int i = -4; i < 4; i++) + { + for (int j = -3; j < 3; j++) + { + sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25; + } + } + + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); + + // 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; +} \ No newline at end of file diff --git a/examples/resources/shaders/glsl330/grayscale.fs b/examples/resources/shaders/glsl330/grayscale.fs new file mode 100644 index 00000000..d4a8824f --- /dev/null +++ b/examples/resources/shaders/glsl330/grayscale.fs @@ -0,0 +1,26 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 fragTintColor; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord)*fragTintColor*fragColor; + + // Convert texel color to grayscale using NTSC conversion weights + float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114)); + + // Calculate final fragment color + finalColor = vec4(gray, gray, gray, texelColor.a); +} \ No newline at end of file diff --git a/examples/resources/shaders/phong.fs b/examples/resources/shaders/glsl330/phong.fs similarity index 97% rename from examples/resources/shaders/phong.fs rename to examples/resources/shaders/glsl330/phong.fs index f79413d9..2e7a95f6 100644 --- a/examples/resources/shaders/phong.fs +++ b/examples/resources/shaders/glsl330/phong.fs @@ -1,6 +1,6 @@ #version 330 -// Vertex shader input data +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec3 fragNormal; diff --git a/examples/resources/shaders/phong.vs b/examples/resources/shaders/glsl330/phong.vs similarity index 72% rename from examples/resources/shaders/phong.vs rename to examples/resources/shaders/glsl330/phong.vs index 52cc2227..d68d9b3f 100644 --- a/examples/resources/shaders/phong.vs +++ b/examples/resources/shaders/glsl330/phong.vs @@ -1,25 +1,25 @@ #version 330 -// Vertex input data +// Input vertex attributes in vec3 vertexPosition; in vec2 vertexTexCoord; in vec3 vertexNormal; -// Projection and model data +// Input uniform values uniform mat4 mvpMatrix; -uniform mat4 modelMatrix; -//uniform mat4 viewMatrix; // Not used - -// Attributes to fragment shader +// Output vertex attributes (to fragment shader) out vec2 fragTexCoord; out vec3 fragNormal; +// NOTE: Add here your custom variables +uniform mat4 modelMatrix; + void main() { - // Send texture coord to fragment shader + // Send vertex attributes to fragment shader fragTexCoord = vertexTexCoord; - + // Calculate view vector normal from model mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); fragNormal = normalize(normalMatrix*vertexNormal); diff --git a/examples/resources/shaders/swirl.fs b/examples/resources/shaders/glsl330/swirl.fs similarity index 82% rename from examples/resources/shaders/swirl.fs rename to examples/resources/shaders/glsl330/swirl.fs index f89ef406..b1dc82f0 100644 --- a/examples/resources/shaders/swirl.fs +++ b/examples/resources/shaders/glsl330/swirl.fs @@ -1,12 +1,16 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; +in vec4 fragColor; -out vec4 fragColor; - +// Input uniform values uniform sampler2D texture0; uniform vec4 fragTintColor; +// Output fragment color +out vec4 finalColor; + // NOTE: Add here your custom variables const float renderWidth = 800.0; // HARDCODED for example! @@ -22,6 +26,7 @@ void main (void) vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*texSize; tc -= center; + float dist = length(tc); if (dist < radius) @@ -37,5 +42,5 @@ void main (void) tc += center; vec3 color = texture2D(texture0, tc/texSize).rgb; - fragColor = vec4(color, 1.0);; + finalColor = vec4(color, 1.0);; } \ No newline at end of file diff --git a/examples/resources/shaders/grayscale.fs b/examples/resources/shaders/grayscale.fs deleted file mode 100644 index af50b8c1..00000000 --- a/examples/resources/shaders/grayscale.fs +++ /dev/null @@ -1,20 +0,0 @@ -#version 330 - -in vec2 fragTexCoord; - -out vec4 fragColor; - -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// NOTE: Add here your custom variables - -void main() -{ - vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor; - - // Convert to grayscale using NTSC conversion weights - float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); - - fragColor = vec4(gray, gray, gray, fragTintColor.a); -} \ No newline at end of file diff --git a/examples/resources/shaders/shapes_base.vs b/examples/resources/shaders/shapes_base.vs deleted file mode 100644 index ad272dc1..00000000 --- a/examples/resources/shaders/shapes_base.vs +++ /dev/null @@ -1,18 +0,0 @@ -#version 330 - -attribute vec3 vertexPosition; -attribute vec2 vertexTexCoord; -attribute vec4 vertexColor; - -uniform mat4 mvpMatrix; - -varying vec2 fragTexCoord; -varying vec4 fragTintColor; - -void main() -{ - fragTexCoord = vertexTexCoord; - fragTintColor = vertexColor; - - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -} \ No newline at end of file diff --git a/examples/resources/shaders/shapes_grayscale.fs b/examples/resources/shaders/shapes_grayscale.fs deleted file mode 100644 index 0698e1bf..00000000 --- a/examples/resources/shaders/shapes_grayscale.fs +++ /dev/null @@ -1,15 +0,0 @@ -#version 330 - -uniform sampler2D texture0; -varying vec2 fragTexCoord; -varying vec4 fragTintColor; - -void main() -{ - vec4 base = texture2D(texture0, fragTexCoord)*fragTintColor; - - // Convert to grayscale using NTSC conversion weights - float gray = dot(base.rgb, vec3(0.299, 0.587, 0.114)); - - gl_FragColor = vec4(gray, gray, gray, base.a); -} \ No newline at end of file diff --git a/examples/shaders_custom_uniform.c b/examples/shaders_custom_uniform.c index af59dc3c..ceaa86df 100644 --- a/examples/shaders_custom_uniform.c +++ b/examples/shaders_custom_uniform.c @@ -36,10 +36,10 @@ int main() Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture SetModelTexture(&dwarf, texture); // Bind texture to model - Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - Shader shader = LoadShader("resources/shaders/base.vs", - "resources/shaders/swirl.fs"); // Load postpro shader + Shader shader = LoadShader("resources/shaders/glsl330/base.vs", + "resources/shaders/glsl330/swirl.fs"); // Load postpro shader // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 diff --git a/examples/shaders_model_shader.c b/examples/shaders_model_shader.c index a10ec235..b302f631 100644 --- a/examples/shaders_model_shader.c +++ b/examples/shaders_model_shader.c @@ -34,8 +34,8 @@ int main() Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture - Shader shader = LoadShader("resources/shaders/base.vs", - "resources/shaders/grayscale.fs"); // Load model shader + Shader shader = LoadShader("resources/shaders/glsl330/base.vs", + "resources/shaders/glsl330/grayscale.fs"); // Load model shader SetModelShader(&dwarf, shader); // Set shader effect to 3d model SetModelTexture(&dwarf, texture); // Bind texture to model diff --git a/examples/shaders_postprocessing.c b/examples/shaders_postprocessing.c index 0bcd5156..632a6371 100644 --- a/examples/shaders_postprocessing.c +++ b/examples/shaders_postprocessing.c @@ -38,8 +38,8 @@ int main() Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - Shader shader = LoadShader("resources/shaders/base.vs", - "resources/shaders/bloom.fs"); // Load postpro shader + Shader shader = LoadShader("resources/shaders/glsl330/base.vs", + "resources/shaders/glsl330/bloom.fs"); // Load postpro shader // Create a RenderTexture2D to be used for render to texture RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); @@ -76,7 +76,7 @@ int main() End3dMode(); - DrawText("HELLO TEXTURE!!!", 120, 200, 60, RED); + DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED); EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) diff --git a/examples/shaders_shapes_textures.c b/examples/shaders_shapes_textures.c index 37180cec..1b1142fa 100644 --- a/examples/shaders_shapes_textures.c +++ b/examples/shaders_shapes_textures.c @@ -32,10 +32,9 @@ int main() Texture2D sonic = LoadTexture("resources/texture_formats/sonic.png"); - // NOTE: This shader is a bit different than model/postprocessing shaders, - // it requires the color data for every vertice to use it in every shape or texture independently - Shader shader = LoadShader("resources/shaders/shapes_base.vs", - "resources/shaders/shapes_grayscale.fs"); + // NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version + Shader shader = LoadShader("resources/shaders/glsl330/base.vs", + "resources/shaders/glsl330/grayscale.fs"); // Shader usage is also different than models/postprocessing, shader is just activated when required