koffi 0.9.4 → 0.9.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (823) hide show
  1. package/LICENSE.txt +661 -0
  2. package/README.md +50 -8
  3. package/package.json +24 -6
  4. package/src/call.hh +2 -1
  5. package/src/call_arm32.cc +498 -0
  6. package/src/call_arm32_fwd.S +108 -0
  7. package/src/call_arm64.cc +57 -57
  8. package/src/call_arm64_fwd.S +24 -29
  9. package/src/call_x64_sysv.cc +29 -43
  10. package/src/call_x64_win.cc +37 -40
  11. package/src/call_x86.cc +46 -59
  12. package/src/ffi.cc +29 -27
  13. package/src/ffi.hh +19 -12
  14. package/src/util.cc +58 -24
  15. package/src/util.hh +103 -19
  16. package/test/qemu/.gitkeep +0 -0
  17. package/test/registry/machines.json +112 -0
  18. package/test/registry/sha256sum.txt +21 -0
  19. package/test/test.js +493 -0
  20. package/vendor/dragonbox/CMakeLists.txt +122 -122
  21. package/vendor/dragonbox/LICENSE-Apache2-LLVM +218 -218
  22. package/vendor/dragonbox/LICENSE-Boost +23 -23
  23. package/vendor/dragonbox/README.md +277 -277
  24. package/vendor/dragonbox/cmake/dragonboxConfig.cmake +1 -1
  25. package/vendor/dragonbox/include/dragonbox/dragonbox.h +6 -2
  26. package/vendor/dragonbox/include/dragonbox/dragonbox_to_chars.h +108 -108
  27. package/vendor/dragonbox/other_files/Dragonbox.pdf +0 -0
  28. package/vendor/dragonbox/other_files/unknown_win64_vc2019.html +539 -539
  29. package/vendor/dragonbox/source/dragonbox_to_chars.cpp +303 -303
  30. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/CMakeLists.txt +23 -23
  31. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/fp_to_chars.cpp +238 -238
  32. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/fp_to_chars.h +95 -95
  33. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/grisu_exact.h +2666 -2666
  34. package/vendor/dragonbox/subproject/3rdparty/ryu/CMakeLists.txt +16 -16
  35. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/common.h +114 -114
  36. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s.c +509 -509
  37. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s_full_table.h +367 -367
  38. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s_intrinsics.h +357 -357
  39. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/digit_table.h +35 -35
  40. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s.c +345 -345
  41. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s_full_table.h +55 -55
  42. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s_intrinsics.h +128 -128
  43. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/ryu.h +46 -46
  44. package/vendor/dragonbox/subproject/3rdparty/schubfach/CMakeLists.txt +21 -21
  45. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_32.cc +699 -699
  46. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_32.h +31 -31
  47. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_64.cc +1354 -1354
  48. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_64.h +31 -31
  49. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/example_shaded_plots.m +68 -68
  50. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/license.txt +25 -25
  51. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_distribution.m +92 -92
  52. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_distribution_prctile.m +121 -121
  53. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_histogram_shaded.m +99 -99
  54. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_shaded.m +93 -93
  55. package/vendor/dragonbox/subproject/benchmark/CMakeLists.txt +64 -64
  56. package/vendor/dragonbox/subproject/benchmark/include/benchmark.h +40 -40
  57. package/vendor/dragonbox/subproject/benchmark/matlab/plot_benchmarks.m +21 -21
  58. package/vendor/dragonbox/subproject/benchmark/matlab/plot_digit_benchmark.m +78 -78
  59. package/vendor/dragonbox/subproject/benchmark/matlab/plot_uniform_benchmark.m +95 -95
  60. package/vendor/dragonbox/subproject/benchmark/source/benchmark.cpp +237 -237
  61. package/vendor/dragonbox/subproject/benchmark/source/dragonbox.cpp +30 -30
  62. package/vendor/dragonbox/subproject/benchmark/source/grisu_exact.cpp +36 -36
  63. package/vendor/dragonbox/subproject/benchmark/source/ryu.cpp +27 -27
  64. package/vendor/dragonbox/subproject/benchmark/source/schubfach.cpp +31 -31
  65. package/vendor/dragonbox/subproject/common/CMakeLists.txt +41 -41
  66. package/vendor/dragonbox/subproject/common/include/best_rational_approx.h +96 -96
  67. package/vendor/dragonbox/subproject/common/include/big_uint.h +217 -217
  68. package/vendor/dragonbox/subproject/common/include/continued_fractions.h +173 -173
  69. package/vendor/dragonbox/subproject/common/include/good_rational_approx.h +266 -266
  70. package/vendor/dragonbox/subproject/common/include/random_float.h +182 -182
  71. package/vendor/dragonbox/subproject/common/include/rational_continued_fractions.h +56 -56
  72. package/vendor/dragonbox/subproject/common/source/big_uint.cpp +601 -601
  73. package/vendor/dragonbox/subproject/meta/CMakeLists.txt +40 -40
  74. package/vendor/dragonbox/subproject/meta/results/binary32_generated_cache.txt +81 -81
  75. package/vendor/dragonbox/subproject/meta/results/binary64_compressed_cache_error_table.txt +9 -9
  76. package/vendor/dragonbox/subproject/meta/results/binary64_generated_cache.txt +622 -622
  77. package/vendor/dragonbox/subproject/meta/source/generate_cache.cpp +126 -126
  78. package/vendor/dragonbox/subproject/meta/source/live_test.cpp +81 -81
  79. package/vendor/dragonbox/subproject/meta/source/perf_test.cpp +104 -104
  80. package/vendor/dragonbox/subproject/meta/source/sandbox.cpp +20 -20
  81. package/vendor/dragonbox/subproject/test/CMakeLists.txt +69 -69
  82. package/vendor/dragonbox/subproject/test/results/plot_required_bits.m +17 -17
  83. package/vendor/dragonbox/subproject/test/source/test_all_shorter_interval_cases.cpp +88 -88
  84. package/vendor/dragonbox/subproject/test/source/uniform_random_test.cpp +95 -95
  85. package/vendor/dragonbox/subproject/test/source/verify_cache_precision.cpp +337 -337
  86. package/vendor/dragonbox/subproject/test/source/verify_compressed_cache.cpp +154 -154
  87. package/vendor/dragonbox/subproject/test/source/verify_fast_multiplication.cpp +168 -168
  88. package/vendor/dragonbox/subproject/test/source/verify_log_computation.cpp +251 -251
  89. package/vendor/dragonbox/subproject/test/source/verify_magic_division.cpp +113 -113
  90. package/vendor/libcc/libcc.cc +36 -18
  91. package/vendor/libcc/libcc.hh +23 -1
  92. package/vendor/raylib/BINDINGS.md +123 -0
  93. package/vendor/raylib/CHANGELOG +1495 -0
  94. package/vendor/raylib/CMakeLists.txt +33 -0
  95. package/vendor/raylib/CMakeOptions.txt +87 -0
  96. package/vendor/raylib/CONTRIBUTING.md +76 -0
  97. package/vendor/raylib/CONTRIBUTORS.md +63 -0
  98. package/vendor/raylib/CONVENTIONS.md +95 -0
  99. package/vendor/raylib/HISTORY.md +364 -0
  100. package/vendor/raylib/LICENSE +16 -0
  101. package/vendor/raylib/README.md +141 -0
  102. package/vendor/raylib/ROADMAP.md +76 -0
  103. package/vendor/raylib/SPONSORS.md +68 -0
  104. package/vendor/raylib/cmake/AddIfFlagCompiles.cmake +12 -0
  105. package/vendor/raylib/cmake/BuildOptions.cmake +18 -0
  106. package/vendor/raylib/cmake/CompileDefinitions.cmake +110 -0
  107. package/vendor/raylib/cmake/CompilerFlags.cmake +79 -0
  108. package/vendor/raylib/cmake/EnumOption.cmake +9 -0
  109. package/vendor/raylib/cmake/GlfwImport.cmake +34 -0
  110. package/vendor/raylib/cmake/InstallConfigurations.cmake +29 -0
  111. package/vendor/raylib/cmake/JoinPaths.cmake +26 -0
  112. package/vendor/raylib/cmake/LibraryConfigurations.cmake +108 -0
  113. package/vendor/raylib/cmake/LibraryPathToLinkerFlags.cmake +24 -0
  114. package/vendor/raylib/cmake/PackConfigurations.cmake +13 -0
  115. package/vendor/raylib/cmake/PopulateConfigVariablesLocally.cmake +11 -0
  116. package/vendor/raylib/cmake/raylib-config-version.cmake +21 -0
  117. package/vendor/raylib/cmake/raylib-config.cmake +76 -0
  118. package/vendor/raylib/examples/CMakeLists.txt +139 -0
  119. package/vendor/raylib/examples/Makefile +565 -0
  120. package/vendor/raylib/examples/Makefile.Android +405 -0
  121. package/vendor/raylib/examples/Makefile.Web +1053 -0
  122. package/vendor/raylib/examples/README.md +203 -0
  123. package/vendor/raylib/examples/audio/audio_module_playing.c +146 -0
  124. package/vendor/raylib/examples/audio/audio_module_playing.png +0 -0
  125. package/vendor/raylib/examples/audio/audio_multichannel_sound.c +73 -0
  126. package/vendor/raylib/examples/audio/audio_multichannel_sound.png +0 -0
  127. package/vendor/raylib/examples/audio/audio_music_stream.c +93 -0
  128. package/vendor/raylib/examples/audio/audio_music_stream.png +0 -0
  129. package/vendor/raylib/examples/audio/audio_raw_stream.c +167 -0
  130. package/vendor/raylib/examples/audio/audio_raw_stream.png +0 -0
  131. package/vendor/raylib/examples/audio/audio_sound_loading.c +64 -0
  132. package/vendor/raylib/examples/audio/audio_sound_loading.png +0 -0
  133. package/vendor/raylib/examples/audio/resources/LICENSE.md +10 -0
  134. package/vendor/raylib/examples/audio/resources/coin.wav +0 -0
  135. package/vendor/raylib/examples/audio/resources/country.mp3 +0 -0
  136. package/vendor/raylib/examples/audio/resources/mini1111.xm +0 -0
  137. package/vendor/raylib/examples/audio/resources/sound.wav +0 -0
  138. package/vendor/raylib/examples/audio/resources/spring.wav +0 -0
  139. package/vendor/raylib/examples/audio/resources/target.flac +0 -0
  140. package/vendor/raylib/examples/audio/resources/target.ogg +0 -0
  141. package/vendor/raylib/examples/audio/resources/weird.wav +0 -0
  142. package/vendor/raylib/examples/build.zig +86 -0
  143. package/vendor/raylib/examples/core/core_2d_camera.c +132 -0
  144. package/vendor/raylib/examples/core/core_2d_camera.png +0 -0
  145. package/vendor/raylib/examples/core/core_2d_camera_platformer.c +293 -0
  146. package/vendor/raylib/examples/core/core_2d_camera_platformer.png +0 -0
  147. package/vendor/raylib/examples/core/core_2d_camera_smooth_pixelperfect.png +0 -0
  148. package/vendor/raylib/examples/core/core_3d_camera_first_person.c +97 -0
  149. package/vendor/raylib/examples/core/core_3d_camera_first_person.png +0 -0
  150. package/vendor/raylib/examples/core/core_3d_camera_free.c +83 -0
  151. package/vendor/raylib/examples/core/core_3d_camera_free.png +0 -0
  152. package/vendor/raylib/examples/core/core_3d_camera_mode.c +73 -0
  153. package/vendor/raylib/examples/core/core_3d_camera_mode.png +0 -0
  154. package/vendor/raylib/examples/core/core_3d_picking.c +107 -0
  155. package/vendor/raylib/examples/core/core_3d_picking.png +0 -0
  156. package/vendor/raylib/examples/core/core_basic_screen_manager.c +150 -0
  157. package/vendor/raylib/examples/core/core_basic_screen_manager.png +0 -0
  158. package/vendor/raylib/examples/core/core_basic_window.c +62 -0
  159. package/vendor/raylib/examples/core/core_basic_window.png +0 -0
  160. package/vendor/raylib/examples/core/core_basic_window_web.c +85 -0
  161. package/vendor/raylib/examples/core/core_custom_frame_control.c +125 -0
  162. package/vendor/raylib/examples/core/core_custom_frame_control.png +0 -0
  163. package/vendor/raylib/examples/core/core_custom_logging.c +84 -0
  164. package/vendor/raylib/examples/core/core_custom_logging.png +0 -0
  165. package/vendor/raylib/examples/core/core_drop_files.c +76 -0
  166. package/vendor/raylib/examples/core/core_drop_files.png +0 -0
  167. package/vendor/raylib/examples/core/core_input_gamepad.c +195 -0
  168. package/vendor/raylib/examples/core/core_input_gamepad.png +0 -0
  169. package/vendor/raylib/examples/core/core_input_gestures.c +115 -0
  170. package/vendor/raylib/examples/core/core_input_gestures.png +0 -0
  171. package/vendor/raylib/examples/core/core_input_keys.c +59 -0
  172. package/vendor/raylib/examples/core/core_input_keys.png +0 -0
  173. package/vendor/raylib/examples/core/core_input_mouse.c +65 -0
  174. package/vendor/raylib/examples/core/core_input_mouse.png +0 -0
  175. package/vendor/raylib/examples/core/core_input_mouse_wheel.c +58 -0
  176. package/vendor/raylib/examples/core/core_input_mouse_wheel.png +0 -0
  177. package/vendor/raylib/examples/core/core_input_multitouch.c +70 -0
  178. package/vendor/raylib/examples/core/core_input_multitouch.png +0 -0
  179. package/vendor/raylib/examples/core/core_loading_thread.c +147 -0
  180. package/vendor/raylib/examples/core/core_loading_thread.png +0 -0
  181. package/vendor/raylib/examples/core/core_quat_conversion.c +132 -0
  182. package/vendor/raylib/examples/core/core_quat_conversion.png +0 -0
  183. package/vendor/raylib/examples/core/core_random_values.c +67 -0
  184. package/vendor/raylib/examples/core/core_random_values.png +0 -0
  185. package/vendor/raylib/examples/core/core_scissor_test.c +71 -0
  186. package/vendor/raylib/examples/core/core_scissor_test.png +0 -0
  187. package/vendor/raylib/examples/core/core_smooth_pixelperfect.c +117 -0
  188. package/vendor/raylib/examples/core/core_smooth_pixelperfect.png +0 -0
  189. package/vendor/raylib/examples/core/core_split_screen.c +155 -0
  190. package/vendor/raylib/examples/core/core_split_screen.png +0 -0
  191. package/vendor/raylib/examples/core/core_storage_values.c +87 -0
  192. package/vendor/raylib/examples/core/core_storage_values.png +0 -0
  193. package/vendor/raylib/examples/core/core_vr_simulator.c +143 -0
  194. package/vendor/raylib/examples/core/core_vr_simulator.png +0 -0
  195. package/vendor/raylib/examples/core/core_window_flags.c +191 -0
  196. package/vendor/raylib/examples/core/core_window_flags.png +0 -0
  197. package/vendor/raylib/examples/core/core_window_letterbox.c +112 -0
  198. package/vendor/raylib/examples/core/core_window_letterbox.png +0 -0
  199. package/vendor/raylib/examples/core/core_world_screen.c +78 -0
  200. package/vendor/raylib/examples/core/core_world_screen.png +0 -0
  201. package/vendor/raylib/examples/core/resources/LICENSE.md +4 -0
  202. package/vendor/raylib/examples/core/resources/distortion100.fs +52 -0
  203. package/vendor/raylib/examples/core/resources/distortion330.fs +53 -0
  204. package/vendor/raylib/examples/core/resources/ps3.png +0 -0
  205. package/vendor/raylib/examples/core/resources/xbox.png +0 -0
  206. package/vendor/raylib/examples/examples_template.c +100 -0
  207. package/vendor/raylib/examples/models/models_animation.c +114 -0
  208. package/vendor/raylib/examples/models/models_animation.png +0 -0
  209. package/vendor/raylib/examples/models/models_billboard.c +75 -0
  210. package/vendor/raylib/examples/models/models_billboard.png +0 -0
  211. package/vendor/raylib/examples/models/models_box_collisions.c +121 -0
  212. package/vendor/raylib/examples/models/models_box_collisions.png +0 -0
  213. package/vendor/raylib/examples/models/models_cubicmap.c +87 -0
  214. package/vendor/raylib/examples/models/models_cubicmap.png +0 -0
  215. package/vendor/raylib/examples/models/models_first_person_maze.c +122 -0
  216. package/vendor/raylib/examples/models/models_first_person_maze.png +0 -0
  217. package/vendor/raylib/examples/models/models_geometric_shapes.c +80 -0
  218. package/vendor/raylib/examples/models/models_geometric_shapes.png +0 -0
  219. package/vendor/raylib/examples/models/models_heightmap.c +82 -0
  220. package/vendor/raylib/examples/models/models_heightmap.png +0 -0
  221. package/vendor/raylib/examples/models/models_loading.c +146 -0
  222. package/vendor/raylib/examples/models/models_loading.png +0 -0
  223. package/vendor/raylib/examples/models/models_loading_gltf.c +105 -0
  224. package/vendor/raylib/examples/models/models_loading_gltf.png +0 -0
  225. package/vendor/raylib/examples/models/models_loading_vox.c +130 -0
  226. package/vendor/raylib/examples/models/models_loading_vox.png +0 -0
  227. package/vendor/raylib/examples/models/models_mesh_generation.c +179 -0
  228. package/vendor/raylib/examples/models/models_mesh_generation.png +0 -0
  229. package/vendor/raylib/examples/models/models_mesh_picking.c +223 -0
  230. package/vendor/raylib/examples/models/models_mesh_picking.png +0 -0
  231. package/vendor/raylib/examples/models/models_orthographic_projection.c +99 -0
  232. package/vendor/raylib/examples/models/models_orthographic_projection.png +0 -0
  233. package/vendor/raylib/examples/models/models_rlgl_solar_system.c +172 -0
  234. package/vendor/raylib/examples/models/models_rlgl_solar_system.png +0 -0
  235. package/vendor/raylib/examples/models/models_skybox.c +262 -0
  236. package/vendor/raylib/examples/models/models_skybox.png +0 -0
  237. package/vendor/raylib/examples/models/models_waving_cubes.c +112 -0
  238. package/vendor/raylib/examples/models/models_waving_cubes.png +0 -0
  239. package/vendor/raylib/examples/models/models_yaw_pitch_roll.c +117 -0
  240. package/vendor/raylib/examples/models/models_yaw_pitch_roll.png +0 -0
  241. package/vendor/raylib/examples/models/resources/LICENSE.md +23 -0
  242. package/vendor/raylib/examples/models/resources/billboard.png +0 -0
  243. package/vendor/raylib/examples/models/resources/cubicmap.png +0 -0
  244. package/vendor/raylib/examples/models/resources/cubicmap_atlas.png +0 -0
  245. package/vendor/raylib/examples/models/resources/dresden_square_1k.hdr +0 -0
  246. package/vendor/raylib/examples/models/resources/dresden_square_2k.hdr +0 -0
  247. package/vendor/raylib/examples/models/resources/heightmap.png +0 -0
  248. package/vendor/raylib/examples/models/resources/models/gltf/AnimatedMorphCube.glb +0 -0
  249. package/vendor/raylib/examples/models/resources/models/gltf/AnimatedTriangle.gltf +118 -0
  250. package/vendor/raylib/examples/models/resources/models/gltf/BoxAnimated.glb +0 -0
  251. package/vendor/raylib/examples/models/resources/models/gltf/LICENSE +23 -0
  252. package/vendor/raylib/examples/models/resources/models/gltf/girl.glb +0 -0
  253. package/vendor/raylib/examples/models/resources/models/gltf/raylib_32x32.glb +0 -0
  254. package/vendor/raylib/examples/models/resources/models/gltf/rigged_figure.glb +0 -0
  255. package/vendor/raylib/examples/models/resources/models/gltf/vertex_colored_object.glb +0 -0
  256. package/vendor/raylib/examples/models/resources/models/iqm/guy.blend +0 -0
  257. package/vendor/raylib/examples/models/resources/models/iqm/guy.iqm +0 -0
  258. package/vendor/raylib/examples/models/resources/models/iqm/guyanim.iqm +0 -0
  259. package/vendor/raylib/examples/models/resources/models/iqm/guytex.png +0 -0
  260. package/vendor/raylib/examples/models/resources/models/iqm/vertex_colored_object.iqm +0 -0
  261. package/vendor/raylib/examples/models/resources/models/obj/bridge.obj +1725 -0
  262. package/vendor/raylib/examples/models/resources/models/obj/bridge_diffuse.png +0 -0
  263. package/vendor/raylib/examples/models/resources/models/obj/castle.obj +12919 -0
  264. package/vendor/raylib/examples/models/resources/models/obj/castle_diffuse.png +0 -0
  265. package/vendor/raylib/examples/models/resources/models/obj/cube.obj +68 -0
  266. package/vendor/raylib/examples/models/resources/models/obj/cube_diffuse.png +0 -0
  267. package/vendor/raylib/examples/models/resources/models/obj/house.obj +4564 -0
  268. package/vendor/raylib/examples/models/resources/models/obj/house_diffuse.png +0 -0
  269. package/vendor/raylib/examples/models/resources/models/obj/market.obj +7301 -0
  270. package/vendor/raylib/examples/models/resources/models/obj/market_diffuse.png +0 -0
  271. package/vendor/raylib/examples/models/resources/models/obj/plane.obj +10858 -0
  272. package/vendor/raylib/examples/models/resources/models/obj/plane_diffuse.png +0 -0
  273. package/vendor/raylib/examples/models/resources/models/obj/turret.obj +1888 -0
  274. package/vendor/raylib/examples/models/resources/models/obj/turret_diffuse.png +0 -0
  275. package/vendor/raylib/examples/models/resources/models/obj/well.obj +1030 -0
  276. package/vendor/raylib/examples/models/resources/models/obj/well_diffuse.png +0 -0
  277. package/vendor/raylib/examples/models/resources/models/vox/LICENSE +9 -0
  278. package/vendor/raylib/examples/models/resources/models/vox/chr_knight.vox +0 -0
  279. package/vendor/raylib/examples/models/resources/models/vox/chr_sword.vox +0 -0
  280. package/vendor/raylib/examples/models/resources/models/vox/monu9.vox +0 -0
  281. package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.fs +29 -0
  282. package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.vs +20 -0
  283. package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.fs +31 -0
  284. package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.vs +24 -0
  285. package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.fs +30 -0
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+ #version 100
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+ precision mediump float;
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+ // Input vertex attributes (from vertex shader)
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+ varying vec2 fragTexCoord;
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+ varying vec4 fragColor;
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+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // NOTE: Add here your custom variables
14
+
15
+ void main()
16
+ {
17
+ // Texel color fetching from texture sampler
18
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
19
+
20
+ // NOTE: Implement here your fragment shader code
21
+
22
+ gl_FragColor = texelColor*colDiffuse;
23
+ }
@@ -0,0 +1,26 @@
1
+ #version 100
2
+
3
+ // Input vertex attributes
4
+ attribute vec3 vertexPosition;
5
+ attribute vec2 vertexTexCoord;
6
+ attribute vec3 vertexNormal;
7
+ attribute vec4 vertexColor;
8
+
9
+ // Input uniform values
10
+ uniform mat4 mvp;
11
+
12
+ // Output vertex attributes (to fragment shader)
13
+ varying vec2 fragTexCoord;
14
+ varying vec4 fragColor;
15
+
16
+ // NOTE: Add here your custom variables
17
+
18
+ void main()
19
+ {
20
+ // Send vertex attributes to fragment shader
21
+ fragTexCoord = vertexTexCoord;
22
+ fragColor = vertexColor;
23
+
24
+ // Calculate final vertex position
25
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
26
+ }
@@ -0,0 +1,59 @@
1
+ #version 100
2
+
3
+ // Input vertex attributes
4
+ attribute vec3 vertexPosition;
5
+ attribute vec2 vertexTexCoord;
6
+ attribute vec3 vertexNormal;
7
+ attribute vec4 vertexColor;
8
+
9
+ // Input uniform values
10
+ uniform mat4 mvp;
11
+ uniform mat4 matModel;
12
+
13
+ // Output vertex attributes (to fragment shader)
14
+ varying vec3 fragPosition;
15
+ varying vec2 fragTexCoord;
16
+ varying vec4 fragColor;
17
+ varying vec3 fragNormal;
18
+
19
+ // NOTE: Add here your custom variables
20
+
21
+ // https://github.com/glslify/glsl-inverse
22
+ mat3 inverse(mat3 m)
23
+ {
24
+ float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
25
+ float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
26
+ float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
27
+
28
+ float b01 = a22*a11 - a12*a21;
29
+ float b11 = -a22*a10 + a12*a20;
30
+ float b21 = a21*a10 - a11*a20;
31
+
32
+ float det = a00*b01 + a01*b11 + a02*b21;
33
+
34
+ return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
35
+ b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
36
+ b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
37
+ }
38
+
39
+ // https://github.com/glslify/glsl-transpose
40
+ mat3 transpose(mat3 m)
41
+ {
42
+ return mat3(m[0][0], m[1][0], m[2][0],
43
+ m[0][1], m[1][1], m[2][1],
44
+ m[0][2], m[1][2], m[2][2]);
45
+ }
46
+
47
+ void main()
48
+ {
49
+ // Send vertex attributes to fragment shader
50
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
51
+ fragTexCoord = vertexTexCoord;
52
+ fragColor = vertexColor;
53
+
54
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
55
+ fragNormal = normalize(normalMatrix*vertexNormal);
56
+
57
+ // Calculate final vertex position
58
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
59
+ }
@@ -0,0 +1,36 @@
1
+ #version 100
2
+
3
+ // Input vertex attributes
4
+ attribute vec3 vertexPosition;
5
+ attribute vec2 vertexTexCoord;
6
+ attribute vec3 vertexNormal;
7
+ attribute vec4 vertexColor;
8
+
9
+ attribute mat4 instanceTransform;
10
+
11
+ // Input uniform values
12
+ uniform mat4 mvp;
13
+ uniform mat4 matNormal;
14
+
15
+ // Output vertex attributes (to fragment shader)
16
+ varying vec3 fragPosition;
17
+ varying vec2 fragTexCoord;
18
+ varying vec4 fragColor;
19
+ varying vec3 fragNormal;
20
+
21
+ // NOTE: Add here your custom variables
22
+
23
+ void main()
24
+ {
25
+ // Compute MVP for current instance
26
+ mat4 mvpi = mvp*instanceTransform;
27
+
28
+ // Send vertex attributes to fragment shader
29
+ fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
30
+ fragTexCoord = vertexTexCoord;
31
+ fragColor = vertexColor;
32
+ fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
33
+
34
+ // Calculate final vertex position
35
+ gl_Position = mvpi*vec4(vertexPosition, 1.0);
36
+ }
@@ -0,0 +1,39 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // NOTE: Add here your custom variables
14
+
15
+ const vec2 size = vec2(800, 450); // render size
16
+ const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
17
+ const float quality = 2.5; // lower = smaller glow, better quality
18
+
19
+ void main()
20
+ {
21
+ vec4 sum = vec4(0);
22
+ vec2 sizeFactor = vec2(1)/size*quality;
23
+
24
+ // Texel color fetching from texture sampler
25
+ vec4 source = texture2D(texture0, fragTexCoord);
26
+
27
+ const int range = 2; // should be = (samples - 1)/2;
28
+
29
+ for (int x = -range; x <= range; x++)
30
+ {
31
+ for (int y = -range; y <= range; y++)
32
+ {
33
+ sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
34
+ }
35
+ }
36
+
37
+ // Calculate final fragment color
38
+ gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
39
+ }
@@ -0,0 +1,34 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // NOTE: Add here your custom variables
14
+
15
+ // NOTE: Render size values must be passed from code
16
+ const float renderWidth = 800.0;
17
+ const float renderHeight = 450.0;
18
+
19
+ vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
20
+ vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
21
+
22
+ void main()
23
+ {
24
+ // Texel color fetching from texture sampler
25
+ vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
26
+
27
+ tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
28
+ tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
29
+
30
+ tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
31
+ tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
32
+
33
+ gl_FragColor = vec4(tc, 1.0);
34
+ }
@@ -0,0 +1,26 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform sampler2D texture1;
12
+ uniform vec4 colDiffuse;
13
+
14
+ uniform float divider;
15
+
16
+ void main()
17
+ {
18
+ // Texel color fetching from texture sampler
19
+ vec4 texelColor0 = texture2D(texture0, fragTexCoord);
20
+ vec4 texelColor1 = texture2D(texture1, fragTexCoord);
21
+
22
+ float x = fract(fragTexCoord.s);
23
+ float final = smoothstep(divider - 0.1, divider + 0.1, x);
24
+
25
+ gl_FragColor = mix(texelColor0, texelColor1, final);
26
+ }
@@ -0,0 +1,47 @@
1
+ # version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // NOTE: Add here your custom variables
14
+
15
+ float hatchOffsetY = 5.0;
16
+ float lumThreshold01 = 0.9;
17
+ float lumThreshold02 = 0.7;
18
+ float lumThreshold03 = 0.5;
19
+ float lumThreshold04 = 0.3;
20
+
21
+ void main()
22
+ {
23
+ vec3 tc = vec3(1.0, 1.0, 1.0);
24
+ float lum = length(texture2D(texture0, fragTexCoord).rgb);
25
+
26
+ if (lum < lumThreshold01)
27
+ {
28
+ if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
29
+ }
30
+
31
+ if (lum < lumThreshold02)
32
+ {
33
+ if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
34
+ }
35
+
36
+ if (lum < lumThreshold03)
37
+ {
38
+ if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
39
+ }
40
+
41
+ if (lum < lumThreshold04)
42
+ {
43
+ if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
44
+ }
45
+
46
+ gl_FragColor = vec4(tc, 1.0);
47
+ }
@@ -0,0 +1,57 @@
1
+ # version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // NOTE: Add here your custom variables
14
+
15
+ // NOTE: Render size values must be passed from code
16
+ const float renderWidth = 800.0;
17
+ const float renderHeight = 450.0;
18
+
19
+ float stitchingSize = 6.0;
20
+ int invert = 0;
21
+
22
+ vec4 PostFX(sampler2D tex, vec2 uv)
23
+ {
24
+ vec4 c = vec4(0.0);
25
+ float size = stitchingSize;
26
+ vec2 cPos = uv * vec2(renderWidth, renderHeight);
27
+ vec2 tlPos = floor(cPos / vec2(size, size));
28
+ tlPos *= size;
29
+
30
+ int remX = int(mod(cPos.x, size));
31
+ int remY = int(mod(cPos.y, size));
32
+
33
+ if (remX == 0 && remY == 0) tlPos = cPos;
34
+
35
+ vec2 blPos = tlPos;
36
+ blPos.y += (size - 1.0);
37
+
38
+ if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
39
+ {
40
+ if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
41
+ else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
42
+ }
43
+ else
44
+ {
45
+ if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
46
+ else c = vec4(0.0, 0.0, 0.0, 1.0);
47
+ }
48
+
49
+ return c;
50
+ }
51
+
52
+ void main()
53
+ {
54
+ vec3 tc = PostFX(texture0, fragTexCoord).rgb;
55
+
56
+ gl_FragColor = vec4(tc, 1.0);
57
+ }
@@ -0,0 +1,60 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Custom variables
10
+ const float PI = 3.14159265358979323846;
11
+ uniform float uTime;
12
+
13
+ float divisions = 5.0;
14
+ float angle = 0.0;
15
+
16
+ vec2 VectorRotateTime(vec2 v, float speed)
17
+ {
18
+ float time = uTime*speed;
19
+ float localTime = fract(time); // The time domain this works on is 1 sec.
20
+
21
+ if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
22
+ else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
23
+ else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
24
+ else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
25
+
26
+ // Rotate vector by angle
27
+ v -= 0.5;
28
+ v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
29
+ v += 0.5;
30
+
31
+ return v;
32
+ }
33
+
34
+ float Rectangle(in vec2 st, in float size, in float fill)
35
+ {
36
+ float roundSize = 0.5 - size/2.0;
37
+ float left = step(roundSize, st.x);
38
+ float top = step(roundSize, st.y);
39
+ float bottom = step(roundSize, 1.0 - st.y);
40
+ float right = step(roundSize, 1.0 - st.x);
41
+
42
+ return (left*bottom*right*top)*fill;
43
+ }
44
+
45
+ void main()
46
+ {
47
+ vec2 fragPos = fragTexCoord;
48
+ fragPos.xy += uTime/9.0;
49
+
50
+ fragPos *= divisions;
51
+ vec2 ipos = floor(fragPos); // Get the integer coords
52
+ vec2 fpos = fract(fragPos); // Get the fractional coords
53
+
54
+ fpos = VectorRotateTime(fpos, 0.2);
55
+
56
+ float alpha = Rectangle(fpos, 0.216, 1.0);
57
+ vec3 color = vec3(0.3, 0.3, 0.3);
58
+
59
+ gl_FragColor = vec4(color, alpha);
60
+ }
@@ -0,0 +1,26 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0; // Depth texture
11
+ uniform vec4 colDiffuse;
12
+
13
+ // NOTE: Add here your custom variables
14
+
15
+ void main()
16
+ {
17
+ float zNear = 0.01; // camera z near
18
+ float zFar = 10.0; // camera z far
19
+ float z = texture2D(texture0, fragTexCoord).x;
20
+
21
+ // Linearize depth value
22
+ float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
23
+
24
+ // Calculate final fragment color
25
+ gl_FragColor = vec4(depth, depth, depth, 1.0f);
26
+ }
@@ -0,0 +1,54 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+
8
+ // Input uniform values
9
+ uniform sampler2D texture0;
10
+
11
+ // NOTE: Default parameters for Oculus Rift DK2 device
12
+ const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
13
+ const vec2 RightLensCenter = vec2(0.7136753, 0.5);
14
+ const vec2 LeftScreenCenter = vec2(0.25, 0.5);
15
+ const vec2 RightScreenCenter = vec2(0.75, 0.5);
16
+ const vec2 Scale = vec2(0.25, 0.45);
17
+ const vec2 ScaleIn = vec2(4.0, 2.5);
18
+ const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
19
+ const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
20
+
21
+ void main()
22
+ {
23
+ // The following two variables need to be set per eye
24
+ vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
25
+ vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
26
+
27
+ // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
28
+ vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
29
+ float rSq = theta.x*theta.x + theta.y*theta.y;
30
+ vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
31
+ //vec2 tc = LensCenter + Scale*theta1;
32
+
33
+ // Detect whether blue texture coordinates are out of range since these will scaled out the furthest
34
+ vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
35
+ vec2 tcBlue = LensCenter + Scale*thetaBlue;
36
+
37
+ if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
38
+ else
39
+ {
40
+ // Do blue texture lookup
41
+ float blue = texture2D(texture0, tcBlue).b;
42
+
43
+ // Do green lookup (no scaling)
44
+ vec2 tcGreen = LensCenter + Scale*theta1;
45
+ float green = texture2D(texture0, tcGreen).g;
46
+
47
+ // Do red scale and lookup
48
+ vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
49
+ vec2 tcRed = LensCenter + Scale*thetaRed;
50
+ float red = texture2D(texture0, tcRed).r;
51
+
52
+ gl_FragColor = vec4(red, green, blue, 1.0);
53
+ }
54
+ }
@@ -0,0 +1,37 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // NOTE: Add here your custom variables
14
+
15
+ void main()
16
+ {
17
+ vec4 color = texture2D(texture0, fragTexCoord);
18
+
19
+ color += texture2D(texture0, fragTexCoord + 0.001);
20
+ color += texture2D(texture0, fragTexCoord + 0.003);
21
+ color += texture2D(texture0, fragTexCoord + 0.005);
22
+ color += texture2D(texture0, fragTexCoord + 0.007);
23
+ color += texture2D(texture0, fragTexCoord + 0.009);
24
+ color += texture2D(texture0, fragTexCoord + 0.011);
25
+
26
+ color += texture2D(texture0, fragTexCoord - 0.001);
27
+ color += texture2D(texture0, fragTexCoord - 0.003);
28
+ color += texture2D(texture0, fragTexCoord - 0.005);
29
+ color += texture2D(texture0, fragTexCoord - 0.007);
30
+ color += texture2D(texture0, fragTexCoord - 0.009);
31
+ color += texture2D(texture0, fragTexCoord - 0.011);
32
+
33
+ color.rgb = vec3((color.r + color.g + color.b)/3.0);
34
+ color = color/9.5;
35
+
36
+ gl_FragColor = color;
37
+ }
@@ -0,0 +1,60 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ /*************************************************************************************
6
+
7
+ The Sieve of Eratosthenes -- a simple shader by ProfJski
8
+ An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
9
+
10
+ The screen is divided into a square grid of boxes, each representing an integer value.
11
+ Each integer is tested to see if it is a prime number. Primes are colored white.
12
+ Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
13
+
14
+ You can change the scale variable to make a larger or smaller grid.
15
+ Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
16
+
17
+ WARNING: If you make scale too large, your GPU may bog down!
18
+
19
+ ***************************************************************************************/
20
+
21
+ // Input vertex attributes (from vertex shader)
22
+ varying vec2 fragTexCoord;
23
+ varying vec4 fragColor;
24
+
25
+ // Make a nice spectrum of colors based on counter and maxSize
26
+ vec4 Colorizer(float counter, float maxSize)
27
+ {
28
+ float red = 0.0, green = 0.0, blue = 0.0;
29
+ float normsize = counter/maxSize;
30
+
31
+ red = smoothstep(0.3, 0.7, normsize);
32
+ green = sin(3.14159*normsize);
33
+ blue = 1.0 - smoothstep(0.0, 0.4, normsize);
34
+
35
+ return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
36
+ }
37
+
38
+ void main()
39
+ {
40
+ vec4 color = vec4(1.0);
41
+ float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
42
+ float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
43
+ int valuei = int(value);
44
+
45
+ //if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0);
46
+ //else
47
+ {
48
+ //for (int i = 2; (i < int(max(2.0, sqrt(value) + 1.0))); i++)
49
+ // NOTE: On GLSL 100 for loops are restricted and loop condition must be a constant
50
+ // Tested on RPI, it seems loops are limited around 60 iteractions
51
+ for (int i = 2; i < 48; i++)
52
+ {
53
+ if ((value - float(i)*floor(value/float(i))) <= 0.0)
54
+ {
55
+ gl_FragColor = Colorizer(float(i), scale);
56
+ //break; // Uncomment to color by the largest factor instead
57
+ }
58
+ }
59
+ }
60
+ }
@@ -0,0 +1,43 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // NOTE: Add here your custom variables
14
+
15
+ const float PI = 3.1415926535;
16
+
17
+ void main()
18
+ {
19
+ float aperture = 178.0;
20
+ float apertureHalf = 0.5 * aperture * (PI / 180.0);
21
+ float maxFactor = sin(apertureHalf);
22
+
23
+ vec2 uv = vec2(0.0);
24
+ vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
25
+ float d = length(xy);
26
+
27
+ if (d < (2.0 - maxFactor))
28
+ {
29
+ d = length(xy * maxFactor);
30
+ float z = sqrt(1.0 - d * d);
31
+ float r = atan(d, z) / PI;
32
+ float phi = atan(xy.y, xy.x);
33
+
34
+ uv.x = r * cos(phi) + 0.5;
35
+ uv.y = r * sin(phi) + 0.5;
36
+ }
37
+ else
38
+ {
39
+ uv = fragTexCoord.xy;
40
+ }
41
+
42
+ gl_FragColor = texture2D(texture0, uv);
43
+ }