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-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl100/point_particle.fs16
-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl100/point_particle.vs24
-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl330/point_particle.fs17
-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl330/point_particle.vs24
-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl430/gol.glsl41
-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl29
-rw-r--r--deps/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl51
7 files changed, 202 insertions, 0 deletions
diff --git a/deps/raylib/examples/others/resources/shaders/glsl100/point_particle.fs b/deps/raylib/examples/others/resources/shaders/glsl100/point_particle.fs
new file mode 100644
index 0000000..cf0fd72
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl100/point_particle.fs
@@ -0,0 +1,16 @@
+#version 100
+
+precision mediump float;
+
+// Input uniform values
+uniform vec4 color;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
+ // it. (0, 0) is the top left, (1, 1) the bottom right corner.
+ // Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
+ gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
+} \ No newline at end of file
diff --git a/deps/raylib/examples/others/resources/shaders/glsl100/point_particle.vs b/deps/raylib/examples/others/resources/shaders/glsl100/point_particle.vs
new file mode 100644
index 0000000..f3b7007
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl100/point_particle.vs
@@ -0,0 +1,24 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform float currentTime;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Unpack data from vertexPosition
+ vec2 pos = vertexPosition.xy;
+ float period = vertexPosition.z;
+
+ // Calculate final vertex position (jiggle it around a bit horizontally)
+ pos += vec2(100.0, 0.0) * sin(period * currentTime);
+ gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0);
+
+ // Calculate the screen space size of this particle (also vary it over time)
+ gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime));
+} \ No newline at end of file
diff --git a/deps/raylib/examples/others/resources/shaders/glsl330/point_particle.fs b/deps/raylib/examples/others/resources/shaders/glsl330/point_particle.fs
new file mode 100644
index 0000000..f084621
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl330/point_particle.fs
@@ -0,0 +1,17 @@
+#version 330
+
+// Input uniform values
+uniform vec4 color;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
+ // it. (0, 0) is the top left, (1, 1) the bottom right corner.
+ // Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
+ finalColor = vec4(color.rgb, color.a * (1 - length(gl_PointCoord.xy - vec2(0.5))*2));
+} \ No newline at end of file
diff --git a/deps/raylib/examples/others/resources/shaders/glsl330/point_particle.vs b/deps/raylib/examples/others/resources/shaders/glsl330/point_particle.vs
new file mode 100644
index 0000000..e38c8b5
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl330/point_particle.vs
@@ -0,0 +1,24 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform float currentTime;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Unpack data from vertexPosition
+ vec2 pos = vertexPosition.xy;
+ float period = vertexPosition.z;
+
+ // Calculate final vertex position (jiggle it around a bit horizontally)
+ pos += vec2(100, 0) * sin(period * currentTime);
+ gl_Position = mvp * vec4(pos, 0.0, 1.0);
+
+ // Calculate the screen space size of this particle (also vary it over time)
+ gl_PointSize = 10 - 5 * abs(sin(period * currentTime));
+} \ No newline at end of file
diff --git a/deps/raylib/examples/others/resources/shaders/glsl430/gol.glsl b/deps/raylib/examples/others/resources/shaders/glsl430/gol.glsl
new file mode 100644
index 0000000..c5dfe06
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl430/gol.glsl
@@ -0,0 +1,41 @@
+#version 430
+
+// Game of Life logic shader
+
+#define GOL_WIDTH 768
+
+layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
+
+layout(std430, binding = 1) readonly restrict buffer golLayout {
+ uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y]
+};
+
+layout(std430, binding = 2) writeonly restrict buffer golLayout2 {
+ uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y]
+};
+
+#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \
+ ? (0) \
+ : golBuffer[(x) + GOL_WIDTH * (y)])
+
+#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH*(y)] = value
+
+void main()
+{
+ uint neighbourCount = 0;
+ uint x = gl_GlobalInvocationID.x;
+ uint y = gl_GlobalInvocationID.y;
+
+ neighbourCount += fetchGol(x - 1, y - 1); // Top left
+ neighbourCount += fetchGol(x, y - 1); // Top middle
+ neighbourCount += fetchGol(x + 1, y - 1); // Top right
+ neighbourCount += fetchGol(x - 1, y); // Left
+ neighbourCount += fetchGol(x + 1, y); // Right
+ neighbourCount += fetchGol(x - 1, y + 1); // Bottom left
+ neighbourCount += fetchGol(x, y + 1); // Bottom middle
+ neighbourCount += fetchGol(x + 1, y + 1); // Bottom right
+
+ if (neighbourCount == 3) setGol(x, y, 1);
+ else if (neighbourCount == 2) setGol(x, y, fetchGol(x, y));
+ else setGol(x, y, 0);
+}
diff --git a/deps/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl b/deps/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl
new file mode 100644
index 0000000..97a1e99
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl
@@ -0,0 +1,29 @@
+#version 430
+
+// Game of Life rendering shader
+// Just renders the content of the ssbo at binding 1 to screen
+
+#define GOL_WIDTH 768
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+
+// Output fragment color
+out vec4 finalColor;
+
+// Input game of life grid.
+layout(std430, binding = 1) readonly buffer golLayout
+{
+ uint golBuffer[];
+};
+
+// Output resolution
+uniform vec2 resolution;
+
+void main()
+{
+ ivec2 coords = ivec2(fragTexCoord*resolution);
+
+ if ((golBuffer[coords.x + coords.y*uvec2(resolution).x]) == 1) finalColor = vec4(1.0);
+ else finalColor = vec4(0.0, 0.0, 0.0, 1.0);
+}
diff --git a/deps/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl b/deps/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl
new file mode 100644
index 0000000..a202338
--- /dev/null
+++ b/deps/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl
@@ -0,0 +1,51 @@
+#version 430
+
+// Game of life transfert shader
+
+#define GOL_WIDTH 768
+
+// Game Of Life Update Command
+// NOTE: matches the structure defined on main program
+struct GolUpdateCmd {
+ uint x; // x coordinate of the gol command
+ uint y; // y coordinate of the gol command
+ uint w; // width of the filled zone
+ uint enabled; // whether to enable or disable zone
+};
+
+// Local compute unit size
+layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
+
+// Output game of life grid buffer
+layout(std430, binding = 1) buffer golBufferLayout
+{
+ uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
+};
+
+// Command buffer
+layout(std430, binding = 3) readonly restrict buffer golUpdateLayout
+{
+ uint count;
+ GolUpdateCmd commands[];
+};
+
+#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
+#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
+
+void main()
+{
+ uint cmdIndex = gl_GlobalInvocationID.x;
+ GolUpdateCmd cmd = commands[cmdIndex];
+
+ for (uint x = cmd.x; x < (cmd.x + cmd.w); x++)
+ {
+ for (uint y = cmd.y; y < (cmd.y + cmd.w); y++)
+ {
+ if (isInside(x, y))
+ {
+ if (cmd.enabled != 0) atomicOr(golBuffer[getBufferIndex(x, y)], 1);
+ else atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
+ }
+ }
+ }
+}