| @ -0,0 +1,58 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| /************************************************************************************* | |||
| The Sieve of Eratosthenes -- a simple shader by ProfJski | |||
| An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes | |||
| The screen is divided into a square grid of boxes, each representing an integer value. | |||
| Each integer is tested to see if it is a prime number. Primes are colored white. | |||
| Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer. | |||
| You can change the scale variable to make a larger or smaller grid. | |||
| Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers. | |||
| WARNING: If you make scale too large, your GPU may bog down! | |||
| ***************************************************************************************/ | |||
| // Input vertex attributes (from vertex shader) | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| // Make a nice spectrum of colors based on counter and maxSize | |||
| vec4 Colorizer(float counter, float maxSize) | |||
| { | |||
| float red = 0.0, green = 0.0, blue = 0.0; | |||
| float normsize = counter/maxSize; | |||
| red = smoothstep(0.3, 0.7, normsize); | |||
| green = sin(3.14159*normsize); | |||
| blue = 1.0 - smoothstep(0.0, 0.4, normsize); | |||
| return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0); | |||
| } | |||
| void main() | |||
| { | |||
| vec4 color = vec4(1.0); | |||
| float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid. | |||
| int value = int(scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values | |||
| if ((value == 0) || (value == 1) || (value == 2)) gl_FragColor = vec4(1.0); | |||
| else | |||
| { | |||
| for (int i = 2; (i < max(2, sqrt(value) + 1)); i++) | |||
| { | |||
| if ((value - i*floor(value/i)) == 0) | |||
| { | |||
| color = Colorizer(float(i), scale); | |||
| //break; // Uncomment to color by the largest factor instead | |||
| } | |||
| } | |||
| gl_FragColor = color; | |||
| } | |||
| } | |||
| @ -0,0 +1,59 @@ | |||
| #version 330 | |||
| /************************************************************************************* | |||
| The Sieve of Eratosthenes -- a simple shader by ProfJski | |||
| An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes | |||
| The screen is divided into a square grid of boxes, each representing an integer value. | |||
| Each integer is tested to see if it is a prime number. Primes are colored white. | |||
| Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer. | |||
| You can change the scale variable to make a larger or smaller grid. | |||
| Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers. | |||
| WARNING: If you make scale too large, your GPU may bog down! | |||
| ***************************************************************************************/ | |||
| // Input vertex attributes (from vertex shader) | |||
| in vec2 fragTexCoord; | |||
| in vec4 fragColor; | |||
| // Output fragment color | |||
| out vec4 finalColor; | |||
| // Make a nice spectrum of colors based on counter and maxSize | |||
| vec4 Colorizer(float counter, float maxSize) | |||
| { | |||
| float red = 0.0, green = 0.0, blue = 0.0; | |||
| float normsize = counter/maxSize; | |||
| red = smoothstep(0.3, 0.7, normsize); | |||
| green = sin(3.14159*normsize); | |||
| blue = 1.0 - smoothstep(0.0, 0.4, normsize); | |||
| return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0); | |||
| } | |||
| void main() | |||
| { | |||
| vec4 color = vec4(1.0); | |||
| float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid. | |||
| int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values | |||
| if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0); | |||
| else | |||
| { | |||
| for (int i = 2; (i < max(2, sqrt(value) + 1)); i++) | |||
| { | |||
| if ((value - i*floor(value/i)) == 0) | |||
| { | |||
| color = Colorizer(float(i), scale); | |||
| //break; // Uncomment to color by the largest factor instead | |||
| } | |||
| } | |||
| finalColor = color; | |||
| } | |||
| } | |||
| @ -0,0 +1,94 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * raylib [shaders] example - Sieve of Eratosthenes | |||
| * | |||
| * Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve. | |||
| * | |||
| * "Sift the twos and sift the threes, | |||
| * The Sieve of Eratosthenes. | |||
| * When the multiples sublime, | |||
| * the numbers that are left are prime." | |||
| * | |||
| * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, | |||
| * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. | |||
| * | |||
| * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). | |||
| * | |||
| * This example has been created using raylib 2.5 (www.raylib.com) | |||
| * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
| * | |||
| * Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5) | |||
| * | |||
| * Copyright (c) 2019 ProfJski and Ramon Santamaria (@raysan5) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #if defined(PLATFORM_DESKTOP) | |||
| #define GLSL_VERSION 330 | |||
| #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB | |||
| #define GLSL_VERSION 100 | |||
| #endif | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| const int screenWidth = 800; | |||
| const int screenHeight = 450; | |||
| InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes"); | |||
| RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); | |||
| // Load Eratosthenes shader | |||
| // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader | |||
| Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION)); | |||
| SetTargetFPS(60); | |||
| //-------------------------------------------------------------------------------------- | |||
| // Main game loop | |||
| while (!WindowShouldClose()) // Detect window close button or ESC key | |||
| { | |||
| // Update | |||
| //---------------------------------------------------------------------------------- | |||
| // Nothing to do here, everything is happening in the shader | |||
| //---------------------------------------------------------------------------------- | |||
| // Draw | |||
| //---------------------------------------------------------------------------------- | |||
| BeginDrawing(); | |||
| ClearBackground(RAYWHITE); | |||
| BeginTextureMode(target); // Enable drawing to texture | |||
| ClearBackground(BLACK); // Clear the render texture | |||
| // Draw a rectangle in shader mode to be used as shader canvas | |||
| // NOTE: Rectangle uses font white character texture coordinates, | |||
| // so shader can not be applied here directly because input vertexTexCoord | |||
| // do not represent full screen coordinates (space where want to apply shader) | |||
| DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK); | |||
| EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader) | |||
| BeginShaderMode(shader); | |||
| // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) | |||
| DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE); | |||
| EndShaderMode(); | |||
| EndDrawing(); | |||
| //---------------------------------------------------------------------------------- | |||
| } | |||
| // De-Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| UnloadShader(shader); // Unload shader | |||
| UnloadRenderTexture(target); // Unload texture | |||
| CloseWindow(); // Close window and OpenGL context | |||
| //-------------------------------------------------------------------------------------- | |||
| return 0; | |||
| } | |||