Added shaders examples resources
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@ -154,9 +154,14 @@ EXAMPLES = \
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core_input_keys \
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core_input_mouse \
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core_mouse_wheel \
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core_input_gamepad \
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core_random_values \
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core_color_select \
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core_drop_files \
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core_3d_mode \
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core_3d_picking \
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core_3d_camera_free \
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core_3d_camera_first_person \
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shapes_logo_raylib \
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shapes_basic_shapes \
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shapes_colors_palette \
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@ -165,16 +170,23 @@ EXAMPLES = \
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textures_image_loading \
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textures_rectangle \
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textures_srcrec_dstrec \
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textures_to_image \
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textures_raw_data \
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textures_formats_loading \
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textures_particles_trail_blending \
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text_sprite_fonts \
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text_rbmf_fonts \
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text_format_text \
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text_font_select \
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models_geometric_shapes \
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models_planes \
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models_billboard \
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models_obj_loading \
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models_heightmap \
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models_cubicmap \
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shaders_model_shader \
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shaders_shapes_textures \
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shaders_custom_uniform \
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shaders_postprocessing \
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audio_sound_loading \
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audio_music_stream \
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fix_dylib \
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@ -201,16 +213,26 @@ core_input_keys: core_input_keys.c
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core_input_mouse: core_input_mouse.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# compile [core] example - gamepad input
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core_input_gamepad: core_input_gamepad.c
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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else
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@echo core_input_gamepad: Only supported on desktop platform
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endif
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# compile [core] example - mouse wheel
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core_mouse_wheel: core_mouse_wheel.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [core] example - drop files
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core_drop_files: core_drop_files.c
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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else
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@echo core_drop_files: Only supported on desktop platform
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endif
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# compile [core] example - generate random values
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core_random_values: core_random_values.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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@ -223,6 +245,18 @@ core_color_select: core_color_select.c
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core_3d_mode: core_3d_mode.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [core] example - 3d picking
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core_3d_picking: core_3d_picking.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [core] example - 3d camera free
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core_3d_camera_free: core_3d_camera_free.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [core] example - 3d camera first person
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core_3d_camera_first_person: core_3d_camera_first_person.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [shapes] example - raylib logo (with basic shapes)
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shapes_logo_raylib: shapes_logo_raylib.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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@ -255,6 +289,22 @@ textures_rectangle: textures_rectangle.c
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textures_srcrec_dstrec: textures_srcrec_dstrec.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [textures] example - texture to image
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textures_to_image: textures_to_image.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [textures] example - texture raw data
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textures_raw_data: textures_raw_data.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [textures] example - texture formats loading
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textures_formats_loading: textures_formats_loading.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [textures] example - texture particles trail blending
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textures_particles_trail_blending: textures_particles_trail_blending.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [text] example - sprite fonts loading
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text_sprite_fonts: text_sprite_fonts.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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@ -295,6 +345,22 @@ models_heightmap: models_heightmap.c
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models_cubicmap: models_cubicmap.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [shaders] example - model shader
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shaders_model_shader: shaders_model_shader.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [shaders] example - shapes texture shader
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shaders_shapes_textures: shaders_shapes_textures.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [shaders] example - custom uniform in shader
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shaders_custom_uniform: shaders_custom_uniform.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [shaders] example - postprocessing shader
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shaders_postprocessing: shaders_postprocessing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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# compile [audio] example - sound loading and playing (WAV and OGG)
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audio_sound_loading: audio_sound_loading.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
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@ -1,19 +1,19 @@
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#version 110
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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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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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out vec2 fragTexCoord;
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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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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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
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}
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examples/resources/shaders/bloom.fs
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examples/resources/shaders/bloom.fs
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@ -0,0 +1,42 @@
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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 tintColor;
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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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@ -1,15 +1,20 @@
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#version 110
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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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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform vec4 tintColor;
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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)*fragColor;
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vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
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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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fragColor = vec4(gray, gray, gray, tintColor.a);
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}
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@ -1,16 +1,19 @@
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#version 330
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#version 110
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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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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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void main()
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{
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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gl_Position = projectionMatrix*modelviewMatrix*vec4(vertexPosition, 1.0);
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}
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@ -1,16 +1,15 @@
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#version 330
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#version 110
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uniform sampler2D texture0;
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varying vec2 fragTexCoord;
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uniform vec4 tintColor;
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varying vec4 fragColor;
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void main()
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{
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vec4 base = texture2D(texture0, fragTexCoord)*tintColor;
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vec4 base = texture2D(texture0, fragTexCoord)*fragColor;
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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, tintColor.a);
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gl_FragColor = vec4(gray, gray, gray, base.a);
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}
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examples/resources/shaders/swirl.fs
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examples/resources/shaders/swirl.fs
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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 tintColor;
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// NOTE: Add here your custom variables
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const float renderWidth = 800; // HARDCODED for example!
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const float renderHeight = 480; // 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, 200);
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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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fragColor = vec4(color, 1.0);;
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}
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