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