@ -0,0 +1,67 @@ | |||
#version 100 | |||
precision mediump float; | |||
// Input from the vertex shader | |||
varying vec2 fragTexCoord; | |||
// Output color for the screen | |||
varying vec4 finalColor; | |||
uniform sampler2D texture0; | |||
uniform vec2 resolution; | |||
uniform float fontSize; | |||
float greyScale(in vec3 col) { | |||
return dot(col, vec3(0.2126, 0.7152, 0.0722)); | |||
} | |||
float character(float n, vec2 p) | |||
{ | |||
p = floor(p * vec2(4.0, -4.0) + 2.5); | |||
// Check if the coordinate is inside the 5x5 grid (0 to 4). | |||
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { | |||
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) { | |||
return 1.0; // The bit is on, so draw this part of the character. | |||
} | |||
} | |||
return 0.0; // The bit is off, or we are outside the grid. | |||
} | |||
// ----------------------------------------------------------------------------- | |||
// Main shader logic | |||
// ----------------------------------------------------------------------------- | |||
void main() | |||
{ | |||
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8); | |||
vec2 uvCellSize = charPixelSize / resolution; | |||
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize; | |||
vec3 cellColor = texture2D(texture0, cellUV).rgb; | |||
float gray = greyScale(cellColor); | |||
float n = 4096; | |||
// limited character set | |||
if (gray > 0.2) n = 65600.0; // : | |||
if (gray > 0.3) n = 163153.0; // * | |||
if (gray > 0.4) n = 15255086.0; // o | |||
if (gray > 0.5) n = 13121101.0; // & | |||
if (gray > 0.6) n = 15252014.0; // 8 | |||
if (gray > 0.7) n = 13195790.0; // @ | |||
if (gray > 0.8) n = 11512810.0; // # | |||
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0] | |||
vec2 p = localUV * 2.0 - 1.0; | |||
float charShape = character(n, p); | |||
vec3 final_col = cellColor * charShape; | |||
gl_FragColor = vec4(final_col, 1.0); | |||
} |
@ -0,0 +1,65 @@ | |||
#version 120 | |||
// Input from the vertex shader | |||
varying vec2 fragTexCoord; | |||
// Output color for the screen | |||
varying vec4 finalColor; | |||
uniform sampler2D texture0; | |||
uniform vec2 resolution; | |||
uniform float fontSize; | |||
float greyScale(in vec3 col) { | |||
return dot(col, vec3(0.2126, 0.7152, 0.0722)); | |||
} | |||
float character(float n, vec2 p) | |||
{ | |||
p = floor(p * vec2(4.0, -4.0) + 2.5); | |||
// Check if the coordinate is inside the 5x5 grid (0 to 4). | |||
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { | |||
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) { | |||
return 1.0; // The bit is on, so draw this part of the character. | |||
} | |||
} | |||
return 0.0; // The bit is off, or we are outside the grid. | |||
} | |||
// ----------------------------------------------------------------------------- | |||
// Main shader logic | |||
// ----------------------------------------------------------------------------- | |||
void main() | |||
{ | |||
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8); | |||
vec2 uvCellSize = charPixelSize / resolution; | |||
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize; | |||
vec3 cellColor = texture2D(texture0, cellUV).rgb; | |||
float gray = greyScale(cellColor); | |||
float n = 4096; | |||
// limited character set | |||
if (gray > 0.2) n = 65600.0; // : | |||
if (gray > 0.3) n = 163153.0; // * | |||
if (gray > 0.4) n = 15255086.0; // o | |||
if (gray > 0.5) n = 13121101.0; // & | |||
if (gray > 0.6) n = 15252014.0; // 8 | |||
if (gray > 0.7) n = 13195790.0; // @ | |||
if (gray > 0.8) n = 11512810.0; // # | |||
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0] | |||
vec2 p = localUV * 2.0 - 1.0; | |||
float charShape = character(n, p); | |||
vec3 final_col = cellColor * charShape; | |||
gl_FragColor = vec4(final_col, 1.0); | |||
} |
@ -0,0 +1,66 @@ | |||
#version 330 | |||
// Input from the vertex shader | |||
in vec2 fragTexCoord; | |||
// Output color for the screen | |||
out vec4 finalColor; | |||
uniform sampler2D texture0; | |||
uniform vec2 resolution; | |||
uniform float fontSize; | |||
float greyScale(in vec3 col) { | |||
return dot(col, vec3(0.2126, 0.7152, 0.0722)); | |||
} | |||
float character(float n, vec2 p) | |||
{ | |||
p = floor(p * vec2(4.0, -4.0) + 2.5); | |||
// Check if the coordinate is inside the 5x5 grid (0 to 4). | |||
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { | |||
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) { | |||
return 1.0; // The bit is on, so draw this part of the character. | |||
} | |||
} | |||
return 0.0; // The bit is off, or we are outside the grid. | |||
} | |||
// ----------------------------------------------------------------------------- | |||
// Main shader logic | |||
// ----------------------------------------------------------------------------- | |||
void main() | |||
{ | |||
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8); | |||
vec2 uvCellSize = charPixelSize / resolution; | |||
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize; | |||
vec3 cellColor = texture(texture0, cellUV).rgb; | |||
float gray = greyScale(cellColor); | |||
float n = 4096; | |||
// limited character set | |||
if (gray > 0.2) n = 65600.0; // : | |||
if (gray > 0.3) n = 163153.0; // * | |||
if (gray > 0.4) n = 15255086.0; // o | |||
if (gray > 0.5) n = 13121101.0; // & | |||
if (gray > 0.6) n = 15252014.0; // 8 | |||
if (gray > 0.7) n = 13195790.0; // @ | |||
if (gray > 0.8) n = 11512810.0; // # | |||
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0] | |||
vec2 p = localUV * 2.0 - 1.0; | |||
float charShape = character(n, p); | |||
vec3 final_col = cellColor * charShape; | |||
finalColor = vec4(final_col, 1.0); | |||
} |
@ -0,0 +1,119 @@ | |||
/******************************************************************************************* | |||
* | |||
* raylib [shaders] example - ascii effect | |||
* | |||
* Example complexity rating: [★☆☆☆] 1/4 | |||
* | |||
* Example originally created with raylib 5.5, last time updated with raylib 5.6 | |||
* | |||
* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5) | |||
* | |||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | |||
* BSD-like license that allows static linking with closed source software | |||
* | |||
* Copyright (c) 2025-2025 Maicon Santana (@maiconpintoabreu) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
#if defined(PLATFORM_DESKTOP) | |||
#define GLSL_VERSION 330 | |||
#else // PLATFORM_ANDROID, PLATFORM_WEB | |||
#define GLSL_VERSION 100 | |||
#endif | |||
//------------------------------------------------------------------------------------ | |||
// Program main entry point | |||
//------------------------------------------------------------------------------------ | |||
int main(void) | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
const int screenWidth = 800; | |||
const int screenHeight = 450; | |||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii effect"); | |||
// Texture to test static drawing | |||
Texture2D fudesumi = LoadTexture("resources/fudesumi.png"); | |||
// Texture to test moving drawing | |||
Texture2D raysan = LoadTexture("resources/raysan.png"); | |||
// Load shader to be used on postprocessing | |||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION)); | |||
// These locations are used to send data to the GPU. | |||
int resolutionLoc = GetShaderLocation(shader, "resolution"); | |||
int fontSizeLoc = GetShaderLocation(shader, "fontSize"); | |||
// Set the character size for the ASCII effect | |||
float fontSize = 4.0f; | |||
// Send the updated values to the shader | |||
float resolution[2] = { (float)screenWidth, (float)screenHeight }; | |||
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); | |||
SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT); | |||
Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f}; | |||
float circleSpeed = 1.0f; | |||
// RenderTexture to apply the postprocessing later | |||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | |||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second | |||
//-------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Update | |||
//---------------------------------------------------------------------------------- | |||
if (circlePos.x > 200.0f || circlePos.x < 40.0f) { | |||
circleSpeed *= -1; | |||
} | |||
circlePos.x += circleSpeed; | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginTextureMode(target); | |||
ClearBackground(WHITE); // The background of the scene itself | |||
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader | |||
DrawTextureV(raysan, circlePos, WHITE); | |||
EndTextureMode(); | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
BeginShaderMode(shader); | |||
// Draw the scene texture (that we rendered earlier) to the screen. | |||
// The shader will process every pixel of this texture. | |||
DrawTextureRec(target.texture, | |||
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, | |||
(Vector2){ 0, 0 }, | |||
WHITE); | |||
EndShaderMode(); | |||
DrawRectangle(0, 0, screenWidth, 40, BLACK); | |||
DrawText("Ascii effect", 120, 10, 20, LIGHTGRAY); | |||
DrawFPS(10, 10); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
UnloadShader(shader); // Unload shader | |||
UnloadTexture(fudesumi); // Unload texture | |||
UnloadTexture(raysan); // Unload texture | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |