mirror of https://github.com/raysan5/raylib
new example: shaders_eratosthenes
Contributed by ProfJski
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@ -451,6 +451,7 @@ EXAMPLES = \
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shaders/shaders_texture_drawing \
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shaders/shaders_texture_waves \
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shaders/shaders_julia_set \
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shaders/shaders_eratosthenes \
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audio/audio_module_playing \
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audio/audio_music_stream \
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audio/audio_raw_stream \
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@ -0,0 +1,58 @@
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#version 100
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precision mediump float;
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/*************************************************************************************
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The Sieve of Eratosthenes -- a simple shader by ProfJski
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An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
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The screen is divided into a square grid of boxes, each representing an integer value.
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Each integer is tested to see if it is a prime number. Primes are colored white.
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Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
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You can change the scale variable to make a larger or smaller grid.
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Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
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WARNING: If you make scale too large, your GPU may bog down!
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***************************************************************************************/
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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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// Make a nice spectrum of colors based on counter and maxSize
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vec4 Colorizer(float counter, float maxSize)
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{
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float red = 0.0, green = 0.0, blue = 0.0;
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float normsize = counter/maxSize;
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red = smoothstep(0.3, 0.7, normsize);
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green = sin(3.14159*normsize);
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blue = 1.0 - smoothstep(0.0, 0.4, normsize);
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return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
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}
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void main()
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{
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vec4 color = vec4(1.0);
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float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
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int value = int(scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
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if ((value == 0) || (value == 1) || (value == 2)) gl_FragColor = vec4(1.0);
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else
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{
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for (int i = 2; (i < max(2, sqrt(value) + 1)); i++)
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{
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if ((value - i*floor(value/i)) == 0)
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{
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color = Colorizer(float(i), scale);
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//break; // Uncomment to color by the largest factor instead
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}
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}
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gl_FragColor = color;
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}
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}
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@ -0,0 +1,59 @@
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#version 330
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/*************************************************************************************
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The Sieve of Eratosthenes -- a simple shader by ProfJski
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An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
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The screen is divided into a square grid of boxes, each representing an integer value.
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Each integer is tested to see if it is a prime number. Primes are colored white.
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Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
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You can change the scale variable to make a larger or smaller grid.
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Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
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WARNING: If you make scale too large, your GPU may bog down!
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***************************************************************************************/
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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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// Output fragment color
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out vec4 finalColor;
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// Make a nice spectrum of colors based on counter and maxSize
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vec4 Colorizer(float counter, float maxSize)
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{
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float red = 0.0, green = 0.0, blue = 0.0;
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float normsize = counter/maxSize;
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red = smoothstep(0.3, 0.7, normsize);
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green = sin(3.14159*normsize);
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blue = 1.0 - smoothstep(0.0, 0.4, normsize);
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return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
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}
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void main()
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{
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vec4 color = vec4(1.0);
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float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
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int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
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if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0);
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else
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{
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for (int i = 2; (i < max(2, sqrt(value) + 1)); i++)
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{
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if ((value - i*floor(value/i)) == 0)
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{
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color = Colorizer(float(i), scale);
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//break; // Uncomment to color by the largest factor instead
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}
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}
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finalColor = color;
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}
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}
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@ -0,0 +1,94 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Sieve of Eratosthenes
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*
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* Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
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*
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* "Sift the twos and sift the threes,
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* The Sieve of Eratosthenes.
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* When the multiples sublime,
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* the numbers that are left are prime."
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 ProfJski and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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// Load Eratosthenes shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Nothing to do here, everything is happening in the shader
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(BLACK); // Clear the render texture
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
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EndShaderMode();
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadRenderTexture(target); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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