diff --git a/examples/shaders/resources/shaders/glsl120/base.fs b/examples/shaders/resources/shaders/glsl120/base.fs new file mode 100644 index 00000000..9c685eb9 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/base.fs @@ -0,0 +1,24 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables +uniform vec2 resolution = vec2(800, 450); + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(texture0, fragTexCoord); + + // NOTE: Implement here your fragment shader code + + gl_FragColor = texelColor*colDiffuse; +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/base.vs b/examples/shaders/resources/shaders/glsl120/base.vs new file mode 100644 index 00000000..674153d8 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/base.vs @@ -0,0 +1,26 @@ +#version 120 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; + +// 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 = mvp*vec4(vertexPosition, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/bloom.fs b/examples/shaders/resources/shaders/glsl120/bloom.fs new file mode 100644 index 00000000..cd9f8cbe --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/bloom.fs @@ -0,0 +1,39 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// 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 = texture2D(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 += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor); + } + } + + // Calculate final fragment color + gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse; +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/blur.fs b/examples/shaders/resources/shaders/glsl120/blur.fs new file mode 100644 index 00000000..e2b04ad1 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/blur.fs @@ -0,0 +1,34 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +// NOTE: Render size values must be passed from code +const float renderWidth = 800.0; +const float renderHeight = 450.0; + +vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308); +vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703); + +void main() +{ + // Texel color fetching from texture sampler + vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x; + + tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y; + tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y; + + tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z; + tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z; + + gl_FragColor = vec4(tc, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/cross_hatching.fs b/examples/shaders/resources/shaders/glsl120/cross_hatching.fs new file mode 100644 index 00000000..17d9c6a3 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/cross_hatching.fs @@ -0,0 +1,47 @@ +# version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +float hatchOffsetY = 5.0; +float lumThreshold01 = 0.9; +float lumThreshold02 = 0.7; +float lumThreshold03 = 0.5; +float lumThreshold04 = 0.3; + +void main() +{ + vec3 tc = vec3(1.0, 1.0, 1.0); + float lum = length(texture2D(texture0, fragTexCoord).rgb); + + if (lum < lumThreshold01) + { + if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + } + + if (lum < lumThreshold02) + { + if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + } + + if (lum < lumThreshold03) + { + if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + } + + if (lum < lumThreshold04) + { + if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0); + } + + gl_FragColor = vec4(tc, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/cross_stitching.fs b/examples/shaders/resources/shaders/glsl120/cross_stitching.fs new file mode 100644 index 00000000..fe60675a --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/cross_stitching.fs @@ -0,0 +1,57 @@ +# version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +// NOTE: Render size values must be passed from code +const float renderWidth = 800.0; +const float renderHeight = 450.0; + +float stitchingSize = 6.0; +int invert = 0; + +vec4 PostFX(sampler2D tex, vec2 uv) +{ + vec4 c = vec4(0.0); + float size = stitchingSize; + vec2 cPos = uv * vec2(renderWidth, renderHeight); + vec2 tlPos = floor(cPos / vec2(size, size)); + tlPos *= size; + + int remX = int(mod(cPos.x, size)); + int remY = int(mod(cPos.y, size)); + + if (remX == 0 && remY == 0) tlPos = cPos; + + vec2 blPos = tlPos; + blPos.y += (size - 1.0); + + if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y))))) + { + if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0); + else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; + } + else + { + if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4; + else c = vec4(0.0, 0.0, 0.0, 1.0); + } + + return c; +} + +void main() +{ + vec3 tc = PostFX(texture0, fragTexCoord).rgb; + + gl_FragColor = vec4(tc, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/distortion.fs b/examples/shaders/resources/shaders/glsl120/distortion.fs new file mode 100644 index 00000000..568c50bf --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/distortion.fs @@ -0,0 +1,54 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; + +// Input uniform values +uniform sampler2D texture0; + +// 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))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + else + { + // Do blue texture lookup + float blue = texture2D(texture0, tcBlue).b; + + // Do green lookup (no scaling) + vec2 tcGreen = LensCenter + Scale*theta1; + float green = texture2D(texture0, tcGreen).g; + + // Do red scale and lookup + vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); + vec2 tcRed = LensCenter + Scale*thetaRed; + float red = texture2D(texture0, tcRed).r; + + gl_FragColor = vec4(red, green, blue, 1.0); + } +} diff --git a/examples/shaders/resources/shaders/glsl120/dream_vision.fs b/examples/shaders/resources/shaders/glsl120/dream_vision.fs new file mode 100644 index 00000000..93cec8fb --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/dream_vision.fs @@ -0,0 +1,37 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +void main() +{ + vec4 color = texture2D(texture0, fragTexCoord); + + color += texture2D(texture0, fragTexCoord + 0.001); + color += texture2D(texture0, fragTexCoord + 0.003); + color += texture2D(texture0, fragTexCoord + 0.005); + color += texture2D(texture0, fragTexCoord + 0.007); + color += texture2D(texture0, fragTexCoord + 0.009); + color += texture2D(texture0, fragTexCoord + 0.011); + + color += texture2D(texture0, fragTexCoord - 0.001); + color += texture2D(texture0, fragTexCoord - 0.003); + color += texture2D(texture0, fragTexCoord - 0.005); + color += texture2D(texture0, fragTexCoord - 0.007); + color += texture2D(texture0, fragTexCoord - 0.009); + color += texture2D(texture0, fragTexCoord - 0.011); + + color.rgb = vec3((color.r + color.g + color.b)/3.0); + color = color/9.5; + + gl_FragColor = color; +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/fisheye.fs b/examples/shaders/resources/shaders/glsl120/fisheye.fs new file mode 100644 index 00000000..afac3d4a --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/fisheye.fs @@ -0,0 +1,43 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +const float PI = 3.1415926535; + +void main() +{ + float aperture = 178.0; + float apertureHalf = 0.5 * aperture * (PI / 180.0); + float maxFactor = sin(apertureHalf); + + vec2 uv = vec2(0.0); + vec2 xy = 2.0 * fragTexCoord.xy - 1.0; + float d = length(xy); + + if (d < (2.0 - maxFactor)) + { + d = length(xy * maxFactor); + float z = sqrt(1.0 - d * d); + float r = atan(d, z) / PI; + float phi = atan(xy.y, xy.x); + + uv.x = r * cos(phi) + 0.5; + uv.y = r * sin(phi) + 0.5; + } + else + { + uv = fragTexCoord.xy; + } + + gl_FragColor = texture2D(texture0, uv); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/grayscale.fs b/examples/shaders/resources/shaders/glsl120/grayscale.fs new file mode 100644 index 00000000..470a4222 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/grayscale.fs @@ -0,0 +1,25 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture2D(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 + gl_FragColor = vec4(gray, gray, gray, texelColor.a); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/pixelizer.fs b/examples/shaders/resources/shaders/glsl120/pixelizer.fs new file mode 100644 index 00000000..cea6b5e0 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/pixelizer.fs @@ -0,0 +1,32 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +// NOTE: Render size values must be passed from code +const float renderWidth = 800.0; +const float renderHeight = 450.0; + +float pixelWidth = 5.0; +float pixelHeight = 5.0; + +void main() +{ + float dx = pixelWidth*(1.0/renderWidth); + float dy = pixelHeight*(1.0/renderHeight); + + vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy)); + + vec3 tc = texture2D(texture0, coord).rgb; + + gl_FragColor = vec4(tc, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/posterization.fs b/examples/shaders/resources/shaders/glsl120/posterization.fs new file mode 100644 index 00000000..a9a5f246 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/posterization.fs @@ -0,0 +1,29 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +float gamma = 0.6; +float numColors = 8.0; + +void main() +{ + vec3 color = texture2D(texture0, fragTexCoord.xy).rgb; + + color = pow(color, vec3(gamma, gamma, gamma)); + color = color*numColors; + color = floor(color); + color = color/numColors; + color = pow(color, vec3(1.0/gamma)); + + gl_FragColor = vec4(color, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/predator.fs b/examples/shaders/resources/shaders/glsl120/predator.fs new file mode 100644 index 00000000..c471f89d --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/predator.fs @@ -0,0 +1,31 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +void main() +{ + vec3 color = texture2D(texture0, fragTexCoord).rgb; + vec3 colors[3]; + colors[0] = vec3(0.0, 0.0, 1.0); + colors[1] = vec3(1.0, 1.0, 0.0); + colors[2] = vec3(1.0, 0.0, 0.0); + + float lum = (color.r + color.g + color.b)/3.0; + + vec3 tc = vec3(0.0, 0.0, 0.0); + + if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5); + else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5); + + gl_FragColor = vec4(tc, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/scanlines.fs b/examples/shaders/resources/shaders/glsl120/scanlines.fs new file mode 100644 index 00000000..f279f347 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/scanlines.fs @@ -0,0 +1,44 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +float offset = 0.0; +float frequency = 450.0/3.0; + +uniform float time; + +void main() +{ +/* + // Scanlines method 1 + float tval = 0; //time + vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval)); + + vec4 color = texture2D(texture0, fragTexCoord); + + color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0); + color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y); + color *= vec4(0.8, 1.0, 0.7, 1); + color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0); + color *= 0.97 + 0.03*sin(110.0*tval); + + fragColor = color; +*/ + // Scanlines method 2 + float globalPos = (fragTexCoord.y + offset) * frequency; + float wavePos = cos((fract(globalPos) - 0.5)*3.14); + + vec4 color = texture2D(texture0, fragTexCoord); + + gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/sobel.fs b/examples/shaders/resources/shaders/glsl120/sobel.fs new file mode 100644 index 00000000..128ca423 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/sobel.fs @@ -0,0 +1,40 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables +vec2 resolution = vec2(800.0, 450.0); + +void main() +{ + float x = 1.0/resolution.x; + float y = 1.0/resolution.y; + + vec4 horizEdge = vec4(0.0); + horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0; + horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0; + horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + + vec4 vertEdge = vec4(0.0); + vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0; + vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0; + vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0; + vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0; + vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0; + vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0; + + vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb)); + + gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/swirl.fs b/examples/shaders/resources/shaders/glsl120/swirl.fs new file mode 100644 index 00000000..7cb24e2a --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/swirl.fs @@ -0,0 +1,46 @@ +#version 120 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables + +// NOTE: Render size values should be passed from code +const float renderWidth = 800; +const float renderHeight = 450; + +float radius = 250.0; +float angle = 0.8; + +uniform vec2 center; + +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;; + + gl_FragColor = vec4(color.rgb, 1.0);; +} \ No newline at end of file