@ -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; | |||||
} |