Improved shaders_postprocessing example
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@ -34,7 +34,6 @@ Color colors[MAX_COLUMNS];
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//Vector3 playerPosition;
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Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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@ -85,6 +85,9 @@ void UpdateDrawFrame(void)
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UpdateCamera(&camera); // Update camera (simulator mode)
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if (IsKeyPressed(KEY_SPACE)) ToggleVrMode(); // Toggle VR mode
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// Lock mouse cursor if mouse click on canvas
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) DisableCursor();
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//----------------------------------------------------------------------------------
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// Draw
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File diff suppressed because one or more lines are too long
@ -563,8 +563,7 @@ shaders/shaders_postprocessing: shaders/shaders_postprocessing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) $(WEB_SHELL) -s TOTAL_MEMORY=67108864 \
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--preload-file shaders/resources/model/dwarf.obj@resources/model/dwarf.obj \
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--preload-file shaders/resources/model/dwarf_diffuse.png@resources/model/dwarf_diffuse.png \
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--preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \
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--preload-file shaders/resources/shaders/glsl100/bloom.fs@resources/shaders/glsl100/bloom.fs
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--preload-file shaders/resources/shaders/glsl100@resources/shaders/glsl100
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# compile [audio] example - sound loading and playing (WAV and OGG)
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audio/audio_sound_loading: audio/audio_sound_loading.c
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24
docs/examples/web/shaders/resources/shaders/glsl100/base.fs
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24
docs/examples/web/shaders/resources/shaders/glsl100/base.fs
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@ -0,0 +1,24 @@
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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 colDiffuse;
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// NOTE: Add here your custom variables
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uniform vec2 resolution = vec2(800, 450);
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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 = texture2D(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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gl_FragColor = texelColor*colDiffuse;
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}
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34
docs/examples/web/shaders/resources/shaders/glsl100/blur.fs
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docs/examples/web/shaders/resources/shaders/glsl100/blur.fs
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@ -0,0 +1,34 @@
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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 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
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vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
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void main()
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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.x;
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tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
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tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
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tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
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tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
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gl_FragColor = vec4(tc, 1.0);
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}
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@ -0,0 +1,47 @@
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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 colDiffuse;
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// NOTE: Add here your custom variables
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float hatchOffsetY = 5.0;
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float lumThreshold01 = 0.9;
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float lumThreshold02 = 0.7;
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float lumThreshold03 = 0.5;
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float lumThreshold04 = 0.3;
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void main()
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{
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vec3 tc = vec3(1.0, 1.0, 1.0);
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float lum = length(texture2D(texture0, fragTexCoord).rgb);
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if (lum < lumThreshold01)
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{
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if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold02)
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{
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if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold03)
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{
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if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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if (lum < lumThreshold04)
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{
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if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
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}
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gl_FragColor = vec4(tc, 1.0);
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}
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@ -0,0 +1,57 @@
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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 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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float stitchingSize = 6.0;
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int invert = 0;
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vec4 PostFX(sampler2D tex, vec2 uv)
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{
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vec4 c = vec4(0.0);
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float size = stitchingSize;
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vec2 cPos = uv * vec2(renderWidth, renderHeight);
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vec2 tlPos = floor(cPos / vec2(size, size));
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tlPos *= size;
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int remX = int(mod(cPos.x, size));
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int remY = int(mod(cPos.y, size));
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if (remX == 0 && remY == 0) tlPos = cPos;
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vec2 blPos = tlPos;
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blPos.y += (size - 1.0);
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if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
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{
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if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
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else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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}
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else
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{
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if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
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else c = vec4(0.0, 0.0, 0.0, 1.0);
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}
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return c;
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}
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void main()
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{
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vec3 tc = PostFX(texture0, fragTexCoord).rgb;
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gl_FragColor = vec4(tc, 1.0);
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}
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@ -0,0 +1,37 @@
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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 colDiffuse;
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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 color = texture2D(texture0, fragTexCoord);
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color += texture2D(texture0, fragTexCoord + 0.001);
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color += texture2D(texture0, fragTexCoord + 0.003);
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color += texture2D(texture0, fragTexCoord + 0.005);
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color += texture2D(texture0, fragTexCoord + 0.007);
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color += texture2D(texture0, fragTexCoord + 0.009);
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color += texture2D(texture0, fragTexCoord + 0.011);
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color += texture2D(texture0, fragTexCoord - 0.001);
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color += texture2D(texture0, fragTexCoord - 0.003);
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color += texture2D(texture0, fragTexCoord - 0.005);
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color += texture2D(texture0, fragTexCoord - 0.007);
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color += texture2D(texture0, fragTexCoord - 0.009);
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color += texture2D(texture0, fragTexCoord - 0.011);
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color.rgb = vec3((color.r + color.g + color.b)/3.0);
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color = color/9.5;
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gl_FragColor = color;
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}
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@ -0,0 +1,43 @@
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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 colDiffuse;
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// NOTE: Add here your custom variables
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const float PI = 3.1415926535;
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void main()
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{
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float aperture = 178.0;
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float apertureHalf = 0.5 * aperture * (PI / 180.0);
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float maxFactor = sin(apertureHalf);
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vec2 uv = vec2(0.0);
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vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
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float d = length(xy);
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if (d < (2.0 - maxFactor))
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{
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d = length(xy * maxFactor);
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float z = sqrt(1.0 - d * d);
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float r = atan(d, z) / PI;
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float phi = atan(xy.y, xy.x);
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uv.x = r * cos(phi) + 0.5;
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uv.y = r * sin(phi) + 0.5;
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}
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else
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{
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uv = fragTexCoord.xy;
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}
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gl_FragColor = texture2D(texture0, uv);
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}
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@ -13,11 +13,11 @@ uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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const float renderWidth = 800.0;
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const float renderHeight = 450.0;
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uniform float pixelWidth = 5.0f;
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uniform float pixelHeight = 5.0f;
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float pixelWidth = 5.0;
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float pixelHeight = 5.0;
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void main()
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{
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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 colDiffuse;
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// NOTE: Add here your custom variables
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float gamma = 0.6;
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float numColors = 8.0;
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void main()
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{
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vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
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color = pow(color, vec3(gamma, gamma, gamma));
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color = color*numColors;
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color = floor(color);
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color = color/numColors;
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color = pow(color, vec3(1.0/gamma));
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gl_FragColor = vec4(color, 1.0);
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}
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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 colDiffuse;
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// NOTE: Add here your custom variables
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void main()
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{
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vec3 color = texture2D(texture0, fragTexCoord).rgb;
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vec3 colors[3];
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colors[0] = vec3(0.0, 0.0, 1.0);
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colors[1] = vec3(1.0, 1.0, 0.0);
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colors[2] = vec3(1.0, 0.0, 0.0);
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float lum = (color.r + color.g + color.b)/3.0;
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vec3 tc = vec3(0.0, 0.0, 0.0);
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if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5);
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else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5);
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gl_FragColor = vec4(tc, 1.0);
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}
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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 colDiffuse;
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// NOTE: Add here your custom variables
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float offset = 0.0;
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float frequency = 450.0/3.0;
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uniform float time;
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void main()
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{
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/*
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// Scanlines method 1
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float tval = 0; //time
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vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
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vec4 color = texture2D(texture0, fragTexCoord);
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color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
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color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
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color *= vec4(0.8, 1.0, 0.7, 1);
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color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
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color *= 0.97 + 0.03*sin(110.0*tval);
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fragColor = color;
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*/
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// Scanlines method 2
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float globalPos = (fragTexCoord.y + offset) * frequency;
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float wavePos = cos((fract(globalPos) - 0.5)*3.14);
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vec4 color = texture2D(texture0, fragTexCoord);
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gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
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}
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docs/examples/web/shaders/resources/shaders/glsl100/sobel.fs
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docs/examples/web/shaders/resources/shaders/glsl100/sobel.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 colDiffuse;
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// NOTE: Add here your custom variables
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vec2 resolution = vec2(800.0, 450.0);
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void main()
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{
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float x = 1.0/resolution.x;
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float y = 1.0/resolution.y;
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vec4 horizEdge = vec4(0.0);
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec4 vertEdge = vec4(0.0);
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
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gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
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}
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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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// NOTE: Render size values should be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float radius = 250.0;
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float angle = 0.8;
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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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||||
// 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;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
@ -1,40 +0,0 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const vec2 size = vec2(800, 450); // render size
|
||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
|
||||
const float quality = 2.5; // lower = smaller glow, better quality
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#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);
|
||||
}
|
@ -1,56 +0,0 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Default parameters for Oculus Rift DK2 device
|
||||
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
||||
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
||||
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
||||
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
||||
const vec2 Scale = vec2(0.25, 0.45);
|
||||
const vec2 ScaleIn = vec2(4.0, 2.5);
|
||||
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
||||
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// The following two variables need to be set per eye
|
||||
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
||||
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
||||
|
||||
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
||||
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
||||
//vec2 tc = LensCenter + Scale*theta1;
|
||||
|
||||
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
||||
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
||||
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else
|
||||
{
|
||||
// Do blue texture lookup
|
||||
float blue = texture(texture0, tcBlue).b;
|
||||
|
||||
// Do green lookup (no scaling)
|
||||
vec2 tcGreen = LensCenter + Scale*theta1;
|
||||
float green = texture(texture0, tcGreen).g;
|
||||
|
||||
// Do red scale and lookup
|
||||
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
||||
vec2 tcRed = LensCenter + Scale*thetaRed;
|
||||
float red = texture(texture0, tcRed).r;
|
||||
|
||||
finalColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
||||
|
@ -1,26 +0,0 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// 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)*colDiffuse*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);
|
||||
}
|
@ -1,46 +0,0 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// 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()
|
||||
{
|
||||
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;
|
||||
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
|
||||
|
||||
finalColor = vec4(color.rgb, 1.0);;
|
||||
}
|
@ -22,6 +22,48 @@
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
|
||||
#endif
|
||||
|
||||
#define MAX_POSTPRO_SHADERS 12
|
||||
|
||||
typedef enum {
|
||||
FX_GRAYSCALE = 0,
|
||||
FX_POSTERIZATION,
|
||||
FX_DREAM_VISION,
|
||||
FX_PIXELIZER,
|
||||
FX_CROSS_HATCHING,
|
||||
FX_CROSS_STITCHING,
|
||||
FX_PREDATOR_VIEW,
|
||||
FX_SCANLINES,
|
||||
FX_FISHEYE,
|
||||
FX_SOBEL,
|
||||
FX_BLOOM,
|
||||
FX_BLUR,
|
||||
//FX_FXAA
|
||||
} PostproShader;
|
||||
|
||||
static const char *postproShaderText[] = {
|
||||
"GRAYSCALE",
|
||||
"POSTERIZATION",
|
||||
"DREAM_VISION",
|
||||
"PIXELIZER",
|
||||
"CROSS_HATCHING",
|
||||
"CROSS_STITCHING",
|
||||
"PREDATOR_VIEW",
|
||||
"SCANLINES",
|
||||
"FISHEYE",
|
||||
"SOBEL",
|
||||
"BLOOM",
|
||||
"BLUR",
|
||||
//"FXAA"
|
||||
};
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -33,9 +75,11 @@ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f
|
||||
|
||||
Model dwarf; // OBJ model
|
||||
Texture2D texture; // Model texture
|
||||
Shader shader; // Postpro shader
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
Shader shaders[MAX_POSTPRO_SHADERS]; // Postpro shaders
|
||||
int currentShader = FX_GRAYSCALE; // Current shader selected
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
RenderTexture2D target;
|
||||
|
||||
@ -58,8 +102,21 @@ int main()
|
||||
texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
dwarf.material.texDiffuse = texture; // Set dwarf model diffuse texture
|
||||
|
||||
shader = LoadShader("resources/shaders/glsl100/base.vs",
|
||||
"resources/shaders/glsl100/bloom.fs"); // Load postpro shader
|
||||
// Load all postpro shaders
|
||||
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
|
||||
// NOTE 2: We load the correct shader depending on GLSL version
|
||||
shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
|
||||
shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
|
||||
shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
|
||||
shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
|
||||
shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
|
||||
shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
|
||||
shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
|
||||
shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
|
||||
shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
|
||||
shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
|
||||
shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
|
||||
shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
@ -82,7 +139,10 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
|
||||
// Unload all postpro shaders
|
||||
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
|
||||
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(dwarf); // Unload model
|
||||
|
||||
@ -100,6 +160,12 @@ void UpdateDrawFrame(void)
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
|
||||
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
|
||||
else if (IsKeyPressed(KEY_LEFT)) currentShader--;
|
||||
|
||||
if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
|
||||
else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -117,21 +183,26 @@ void UpdateDrawFrame(void)
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED);
|
||||
|
||||
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
||||
|
||||
BeginShaderMode(shader);
|
||||
// Render previously generated texture using selected postpro shader
|
||||
BeginShaderMode(shaders[currentShader]);
|
||||
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
|
||||
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
|
||||
DrawText("< >", 540, 10, 30, DARKBLUE);
|
||||
|
||||
DrawFPS(700, 15);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -60389,6 +60389,29 @@ _
|
||||
€Å®ü3€ÓV |