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-rw-r--r--deps/raylib/examples/models/resources/shaders/glsl100/cubemap.fs29
-rw-r--r--deps/raylib/examples/models/resources/shaders/glsl100/cubemap.vs20
-rw-r--r--deps/raylib/examples/models/resources/shaders/glsl100/skinning.fs20
-rw-r--r--deps/raylib/examples/models/resources/shaders/glsl100/skinning.vs59
-rw-r--r--deps/raylib/examples/models/resources/shaders/glsl100/skybox.fs31
-rw-r--r--deps/raylib/examples/models/resources/shaders/glsl100/skybox.vs24
6 files changed, 183 insertions, 0 deletions
diff --git a/deps/raylib/examples/models/resources/shaders/glsl100/cubemap.fs b/deps/raylib/examples/models/resources/shaders/glsl100/cubemap.fs
new file mode 100644
index 0000000..7d1bde0
--- /dev/null
+++ b/deps/raylib/examples/models/resources/shaders/glsl100/cubemap.fs
@@ -0,0 +1,29 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+
+// Input uniform values
+uniform sampler2D equirectangularMap;
+
+vec2 SampleSphericalMap(vec3 v)
+{
+ vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
+ uv *= vec2(0.1591, 0.3183);
+ uv += 0.5;
+ return uv;
+}
+
+void main()
+{
+ // Normalize local position
+ vec2 uv = SampleSphericalMap(normalize(fragPosition));
+
+ // Fetch color from texture map
+ vec3 color = texture2D(equirectangularMap, uv).rgb;
+
+ // Calculate final fragment color
+ gl_FragColor = vec4(color, 1.0);
+}
diff --git a/deps/raylib/examples/models/resources/shaders/glsl100/cubemap.vs b/deps/raylib/examples/models/resources/shaders/glsl100/cubemap.vs
new file mode 100644
index 0000000..6f486fb
--- /dev/null
+++ b/deps/raylib/examples/models/resources/shaders/glsl100/cubemap.vs
@@ -0,0 +1,20 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 matProjection;
+uniform mat4 matView;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+
+void main()
+{
+ // Calculate fragment position based on model transformations
+ fragPosition = vertexPosition;
+
+ // Calculate final vertex position
+ gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
+}
diff --git a/deps/raylib/examples/models/resources/shaders/glsl100/skinning.fs b/deps/raylib/examples/models/resources/shaders/glsl100/skinning.fs
new file mode 100644
index 0000000..573bbde
--- /dev/null
+++ b/deps/raylib/examples/models/resources/shaders/glsl100/skinning.fs
@@ -0,0 +1,20 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+void main()
+{
+ // Fetch color from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+
+ // Calculate final fragment color
+ gl_FragColor = texelColor*colDiffuse*fragColor;
+}
diff --git a/deps/raylib/examples/models/resources/shaders/glsl100/skinning.vs b/deps/raylib/examples/models/resources/shaders/glsl100/skinning.vs
new file mode 100644
index 0000000..8d6c993
--- /dev/null
+++ b/deps/raylib/examples/models/resources/shaders/glsl100/skinning.vs
@@ -0,0 +1,59 @@
+#version 100
+
+#define MAX_BONE_NUM 64
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec4 vertexColor;
+attribute vec4 vertexBoneIds;
+attribute vec4 vertexBoneWeights;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 boneMatrices[MAX_BONE_NUM];
+
+// Output vertex attributes (to fragment shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+void main()
+{
+ int boneIndex0 = int(vertexBoneIds.x);
+ int boneIndex1 = int(vertexBoneIds.y);
+ int boneIndex2 = int(vertexBoneIds.z);
+ int boneIndex3 = int(vertexBoneIds.w);
+
+ // WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
+ mat4 boneMatrixTransposed0 = mat4(
+ vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
+ vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y),
+ vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z),
+ vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w));
+ mat4 boneMatrixTransposed1 = mat4(
+ vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x),
+ vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y),
+ vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z),
+ vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w));
+ mat4 boneMatrixTransposed2 = mat4(
+ vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x),
+ vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y),
+ vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z),
+ vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w));
+ mat4 boneMatrixTransposed3 = mat4(
+ vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x),
+ vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
+ vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
+ vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
+
+ vec4 skinnedPosition =
+ vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
+ vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
+ vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
+ vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
+
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ gl_Position = mvp*skinnedPosition;
+} \ No newline at end of file
diff --git a/deps/raylib/examples/models/resources/shaders/glsl100/skybox.fs b/deps/raylib/examples/models/resources/shaders/glsl100/skybox.fs
new file mode 100644
index 0000000..0ea6876
--- /dev/null
+++ b/deps/raylib/examples/models/resources/shaders/glsl100/skybox.fs
@@ -0,0 +1,31 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+
+// Input uniform values
+uniform samplerCube environmentMap;
+uniform bool vflipped;
+uniform bool doGamma;
+
+void main()
+{
+ // Fetch color from texture map
+ vec4 texelColor = vec4(0.0);
+
+ if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
+ else texelColor = textureCube(environmentMap, fragPosition);
+
+ vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
+
+ if (doGamma) // Apply gamma correction
+ {
+ color = color/(color + vec3(1.0));
+ color = pow(color, vec3(1.0/2.2));
+ }
+
+ // Calculate final fragment color
+ gl_FragColor = vec4(color, 1.0);
+}
diff --git a/deps/raylib/examples/models/resources/shaders/glsl100/skybox.vs b/deps/raylib/examples/models/resources/shaders/glsl100/skybox.vs
new file mode 100644
index 0000000..e440ace
--- /dev/null
+++ b/deps/raylib/examples/models/resources/shaders/glsl100/skybox.vs
@@ -0,0 +1,24 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 matProjection;
+uniform mat4 matView;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+
+void main()
+{
+ // Calculate fragment position based on model transformations
+ fragPosition = vertexPosition;
+
+ // Remove translation from the view matrix
+ mat4 rotView = mat4(mat3(matView));
+ vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
+
+ // Calculate final vertex position
+ gl_Position = clipPos;
+}