diff options
Diffstat (limited to 'deps/raylib/examples/others/resources/shaders')
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); + } + } + } +} |