| @ -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; | |||||
| } | |||||