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.
- package/LICENSE.txt +661 -0
- package/README.md +50 -8
- package/package.json +24 -6
- package/src/call.hh +2 -1
- package/src/call_arm32.cc +498 -0
- package/src/call_arm32_fwd.S +108 -0
- package/src/call_arm64.cc +57 -57
- package/src/call_arm64_fwd.S +24 -29
- package/src/call_x64_sysv.cc +29 -43
- package/src/call_x64_win.cc +37 -40
- package/src/call_x86.cc +46 -59
- package/src/ffi.cc +29 -27
- package/src/ffi.hh +19 -12
- package/src/util.cc +58 -24
- package/src/util.hh +103 -19
- package/test/qemu/.gitkeep +0 -0
- package/test/registry/machines.json +112 -0
- package/test/registry/sha256sum.txt +21 -0
- package/test/test.js +493 -0
- package/vendor/dragonbox/CMakeLists.txt +122 -122
- package/vendor/dragonbox/LICENSE-Apache2-LLVM +218 -218
- package/vendor/dragonbox/LICENSE-Boost +23 -23
- package/vendor/dragonbox/README.md +277 -277
- package/vendor/dragonbox/cmake/dragonboxConfig.cmake +1 -1
- package/vendor/dragonbox/include/dragonbox/dragonbox.h +6 -2
- package/vendor/dragonbox/include/dragonbox/dragonbox_to_chars.h +108 -108
- package/vendor/dragonbox/other_files/Dragonbox.pdf +0 -0
- package/vendor/dragonbox/other_files/unknown_win64_vc2019.html +539 -539
- package/vendor/dragonbox/source/dragonbox_to_chars.cpp +303 -303
- package/vendor/dragonbox/subproject/3rdparty/grisu_exact/CMakeLists.txt +23 -23
- package/vendor/dragonbox/subproject/3rdparty/grisu_exact/fp_to_chars.cpp +238 -238
- package/vendor/dragonbox/subproject/3rdparty/grisu_exact/fp_to_chars.h +95 -95
- package/vendor/dragonbox/subproject/3rdparty/grisu_exact/grisu_exact.h +2666 -2666
- package/vendor/dragonbox/subproject/3rdparty/ryu/CMakeLists.txt +16 -16
- package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/common.h +114 -114
- package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s.c +509 -509
- package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s_full_table.h +367 -367
- package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s_intrinsics.h +357 -357
- package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/digit_table.h +35 -35
- package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s.c +345 -345
- package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s_full_table.h +55 -55
- package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s_intrinsics.h +128 -128
- package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/ryu.h +46 -46
- package/vendor/dragonbox/subproject/3rdparty/schubfach/CMakeLists.txt +21 -21
- package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_32.cc +699 -699
- package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_32.h +31 -31
- package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_64.cc +1354 -1354
- package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_64.h +31 -31
- package/vendor/dragonbox/subproject/3rdparty/shaded_plots/example_shaded_plots.m +68 -68
- package/vendor/dragonbox/subproject/3rdparty/shaded_plots/license.txt +25 -25
- package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_distribution.m +92 -92
- package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_distribution_prctile.m +121 -121
- package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_histogram_shaded.m +99 -99
- package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_shaded.m +93 -93
- package/vendor/dragonbox/subproject/benchmark/CMakeLists.txt +64 -64
- package/vendor/dragonbox/subproject/benchmark/include/benchmark.h +40 -40
- package/vendor/dragonbox/subproject/benchmark/matlab/plot_benchmarks.m +21 -21
- package/vendor/dragonbox/subproject/benchmark/matlab/plot_digit_benchmark.m +78 -78
- package/vendor/dragonbox/subproject/benchmark/matlab/plot_uniform_benchmark.m +95 -95
- package/vendor/dragonbox/subproject/benchmark/source/benchmark.cpp +237 -237
- package/vendor/dragonbox/subproject/benchmark/source/dragonbox.cpp +30 -30
- package/vendor/dragonbox/subproject/benchmark/source/grisu_exact.cpp +36 -36
- package/vendor/dragonbox/subproject/benchmark/source/ryu.cpp +27 -27
- package/vendor/dragonbox/subproject/benchmark/source/schubfach.cpp +31 -31
- package/vendor/dragonbox/subproject/common/CMakeLists.txt +41 -41
- package/vendor/dragonbox/subproject/common/include/best_rational_approx.h +96 -96
- package/vendor/dragonbox/subproject/common/include/big_uint.h +217 -217
- package/vendor/dragonbox/subproject/common/include/continued_fractions.h +173 -173
- package/vendor/dragonbox/subproject/common/include/good_rational_approx.h +266 -266
- package/vendor/dragonbox/subproject/common/include/random_float.h +182 -182
- package/vendor/dragonbox/subproject/common/include/rational_continued_fractions.h +56 -56
- package/vendor/dragonbox/subproject/common/source/big_uint.cpp +601 -601
- package/vendor/dragonbox/subproject/meta/CMakeLists.txt +40 -40
- package/vendor/dragonbox/subproject/meta/results/binary32_generated_cache.txt +81 -81
- package/vendor/dragonbox/subproject/meta/results/binary64_compressed_cache_error_table.txt +9 -9
- package/vendor/dragonbox/subproject/meta/results/binary64_generated_cache.txt +622 -622
- package/vendor/dragonbox/subproject/meta/source/generate_cache.cpp +126 -126
- package/vendor/dragonbox/subproject/meta/source/live_test.cpp +81 -81
- package/vendor/dragonbox/subproject/meta/source/perf_test.cpp +104 -104
- package/vendor/dragonbox/subproject/meta/source/sandbox.cpp +20 -20
- package/vendor/dragonbox/subproject/test/CMakeLists.txt +69 -69
- package/vendor/dragonbox/subproject/test/results/plot_required_bits.m +17 -17
- package/vendor/dragonbox/subproject/test/source/test_all_shorter_interval_cases.cpp +88 -88
- package/vendor/dragonbox/subproject/test/source/uniform_random_test.cpp +95 -95
- package/vendor/dragonbox/subproject/test/source/verify_cache_precision.cpp +337 -337
- package/vendor/dragonbox/subproject/test/source/verify_compressed_cache.cpp +154 -154
- package/vendor/dragonbox/subproject/test/source/verify_fast_multiplication.cpp +168 -168
- package/vendor/dragonbox/subproject/test/source/verify_log_computation.cpp +251 -251
- package/vendor/dragonbox/subproject/test/source/verify_magic_division.cpp +113 -113
- package/vendor/libcc/libcc.cc +36 -18
- package/vendor/libcc/libcc.hh +23 -1
- package/vendor/raylib/BINDINGS.md +123 -0
- package/vendor/raylib/CHANGELOG +1495 -0
- package/vendor/raylib/CMakeLists.txt +33 -0
- package/vendor/raylib/CMakeOptions.txt +87 -0
- package/vendor/raylib/CONTRIBUTING.md +76 -0
- package/vendor/raylib/CONTRIBUTORS.md +63 -0
- package/vendor/raylib/CONVENTIONS.md +95 -0
- package/vendor/raylib/HISTORY.md +364 -0
- package/vendor/raylib/LICENSE +16 -0
- package/vendor/raylib/README.md +141 -0
- package/vendor/raylib/ROADMAP.md +76 -0
- package/vendor/raylib/SPONSORS.md +68 -0
- package/vendor/raylib/cmake/AddIfFlagCompiles.cmake +12 -0
- package/vendor/raylib/cmake/BuildOptions.cmake +18 -0
- package/vendor/raylib/cmake/CompileDefinitions.cmake +110 -0
- package/vendor/raylib/cmake/CompilerFlags.cmake +79 -0
- package/vendor/raylib/cmake/EnumOption.cmake +9 -0
- package/vendor/raylib/cmake/GlfwImport.cmake +34 -0
- package/vendor/raylib/cmake/InstallConfigurations.cmake +29 -0
- package/vendor/raylib/cmake/JoinPaths.cmake +26 -0
- package/vendor/raylib/cmake/LibraryConfigurations.cmake +108 -0
- package/vendor/raylib/cmake/LibraryPathToLinkerFlags.cmake +24 -0
- package/vendor/raylib/cmake/PackConfigurations.cmake +13 -0
- package/vendor/raylib/cmake/PopulateConfigVariablesLocally.cmake +11 -0
- package/vendor/raylib/cmake/raylib-config-version.cmake +21 -0
- package/vendor/raylib/cmake/raylib-config.cmake +76 -0
- package/vendor/raylib/examples/CMakeLists.txt +139 -0
- package/vendor/raylib/examples/Makefile +565 -0
- package/vendor/raylib/examples/Makefile.Android +405 -0
- package/vendor/raylib/examples/Makefile.Web +1053 -0
- package/vendor/raylib/examples/README.md +203 -0
- package/vendor/raylib/examples/audio/audio_module_playing.c +146 -0
- package/vendor/raylib/examples/audio/audio_module_playing.png +0 -0
- package/vendor/raylib/examples/audio/audio_multichannel_sound.c +73 -0
- package/vendor/raylib/examples/audio/audio_multichannel_sound.png +0 -0
- package/vendor/raylib/examples/audio/audio_music_stream.c +93 -0
- package/vendor/raylib/examples/audio/audio_music_stream.png +0 -0
- package/vendor/raylib/examples/audio/audio_raw_stream.c +167 -0
- package/vendor/raylib/examples/audio/audio_raw_stream.png +0 -0
- package/vendor/raylib/examples/audio/audio_sound_loading.c +64 -0
- package/vendor/raylib/examples/audio/audio_sound_loading.png +0 -0
- package/vendor/raylib/examples/audio/resources/LICENSE.md +10 -0
- package/vendor/raylib/examples/audio/resources/coin.wav +0 -0
- package/vendor/raylib/examples/audio/resources/country.mp3 +0 -0
- package/vendor/raylib/examples/audio/resources/mini1111.xm +0 -0
- package/vendor/raylib/examples/audio/resources/sound.wav +0 -0
- package/vendor/raylib/examples/audio/resources/spring.wav +0 -0
- package/vendor/raylib/examples/audio/resources/target.flac +0 -0
- package/vendor/raylib/examples/audio/resources/target.ogg +0 -0
- package/vendor/raylib/examples/audio/resources/weird.wav +0 -0
- package/vendor/raylib/examples/build.zig +86 -0
- package/vendor/raylib/examples/core/core_2d_camera.c +132 -0
- package/vendor/raylib/examples/core/core_2d_camera.png +0 -0
- package/vendor/raylib/examples/core/core_2d_camera_platformer.c +293 -0
- package/vendor/raylib/examples/core/core_2d_camera_platformer.png +0 -0
- package/vendor/raylib/examples/core/core_2d_camera_smooth_pixelperfect.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_first_person.c +97 -0
- package/vendor/raylib/examples/core/core_3d_camera_first_person.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_free.c +83 -0
- package/vendor/raylib/examples/core/core_3d_camera_free.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_mode.c +73 -0
- package/vendor/raylib/examples/core/core_3d_camera_mode.png +0 -0
- package/vendor/raylib/examples/core/core_3d_picking.c +107 -0
- package/vendor/raylib/examples/core/core_3d_picking.png +0 -0
- package/vendor/raylib/examples/core/core_basic_screen_manager.c +150 -0
- package/vendor/raylib/examples/core/core_basic_screen_manager.png +0 -0
- package/vendor/raylib/examples/core/core_basic_window.c +62 -0
- package/vendor/raylib/examples/core/core_basic_window.png +0 -0
- package/vendor/raylib/examples/core/core_basic_window_web.c +85 -0
- package/vendor/raylib/examples/core/core_custom_frame_control.c +125 -0
- package/vendor/raylib/examples/core/core_custom_frame_control.png +0 -0
- package/vendor/raylib/examples/core/core_custom_logging.c +84 -0
- package/vendor/raylib/examples/core/core_custom_logging.png +0 -0
- package/vendor/raylib/examples/core/core_drop_files.c +76 -0
- package/vendor/raylib/examples/core/core_drop_files.png +0 -0
- package/vendor/raylib/examples/core/core_input_gamepad.c +195 -0
- package/vendor/raylib/examples/core/core_input_gamepad.png +0 -0
- package/vendor/raylib/examples/core/core_input_gestures.c +115 -0
- package/vendor/raylib/examples/core/core_input_gestures.png +0 -0
- package/vendor/raylib/examples/core/core_input_keys.c +59 -0
- package/vendor/raylib/examples/core/core_input_keys.png +0 -0
- package/vendor/raylib/examples/core/core_input_mouse.c +65 -0
- package/vendor/raylib/examples/core/core_input_mouse.png +0 -0
- package/vendor/raylib/examples/core/core_input_mouse_wheel.c +58 -0
- package/vendor/raylib/examples/core/core_input_mouse_wheel.png +0 -0
- package/vendor/raylib/examples/core/core_input_multitouch.c +70 -0
- package/vendor/raylib/examples/core/core_input_multitouch.png +0 -0
- package/vendor/raylib/examples/core/core_loading_thread.c +147 -0
- package/vendor/raylib/examples/core/core_loading_thread.png +0 -0
- package/vendor/raylib/examples/core/core_quat_conversion.c +132 -0
- package/vendor/raylib/examples/core/core_quat_conversion.png +0 -0
- package/vendor/raylib/examples/core/core_random_values.c +67 -0
- package/vendor/raylib/examples/core/core_random_values.png +0 -0
- package/vendor/raylib/examples/core/core_scissor_test.c +71 -0
- package/vendor/raylib/examples/core/core_scissor_test.png +0 -0
- package/vendor/raylib/examples/core/core_smooth_pixelperfect.c +117 -0
- package/vendor/raylib/examples/core/core_smooth_pixelperfect.png +0 -0
- package/vendor/raylib/examples/core/core_split_screen.c +155 -0
- package/vendor/raylib/examples/core/core_split_screen.png +0 -0
- package/vendor/raylib/examples/core/core_storage_values.c +87 -0
- package/vendor/raylib/examples/core/core_storage_values.png +0 -0
- package/vendor/raylib/examples/core/core_vr_simulator.c +143 -0
- package/vendor/raylib/examples/core/core_vr_simulator.png +0 -0
- package/vendor/raylib/examples/core/core_window_flags.c +191 -0
- package/vendor/raylib/examples/core/core_window_flags.png +0 -0
- package/vendor/raylib/examples/core/core_window_letterbox.c +112 -0
- package/vendor/raylib/examples/core/core_window_letterbox.png +0 -0
- package/vendor/raylib/examples/core/core_world_screen.c +78 -0
- package/vendor/raylib/examples/core/core_world_screen.png +0 -0
- package/vendor/raylib/examples/core/resources/LICENSE.md +4 -0
- package/vendor/raylib/examples/core/resources/distortion100.fs +52 -0
- package/vendor/raylib/examples/core/resources/distortion330.fs +53 -0
- package/vendor/raylib/examples/core/resources/ps3.png +0 -0
- package/vendor/raylib/examples/core/resources/xbox.png +0 -0
- package/vendor/raylib/examples/examples_template.c +100 -0
- package/vendor/raylib/examples/models/models_animation.c +114 -0
- package/vendor/raylib/examples/models/models_animation.png +0 -0
- package/vendor/raylib/examples/models/models_billboard.c +75 -0
- package/vendor/raylib/examples/models/models_billboard.png +0 -0
- package/vendor/raylib/examples/models/models_box_collisions.c +121 -0
- package/vendor/raylib/examples/models/models_box_collisions.png +0 -0
- package/vendor/raylib/examples/models/models_cubicmap.c +87 -0
- package/vendor/raylib/examples/models/models_cubicmap.png +0 -0
- package/vendor/raylib/examples/models/models_first_person_maze.c +122 -0
- package/vendor/raylib/examples/models/models_first_person_maze.png +0 -0
- package/vendor/raylib/examples/models/models_geometric_shapes.c +80 -0
- package/vendor/raylib/examples/models/models_geometric_shapes.png +0 -0
- package/vendor/raylib/examples/models/models_heightmap.c +82 -0
- package/vendor/raylib/examples/models/models_heightmap.png +0 -0
- package/vendor/raylib/examples/models/models_loading.c +146 -0
- package/vendor/raylib/examples/models/models_loading.png +0 -0
- package/vendor/raylib/examples/models/models_loading_gltf.c +105 -0
- package/vendor/raylib/examples/models/models_loading_gltf.png +0 -0
- package/vendor/raylib/examples/models/models_loading_vox.c +130 -0
- package/vendor/raylib/examples/models/models_loading_vox.png +0 -0
- package/vendor/raylib/examples/models/models_mesh_generation.c +179 -0
- package/vendor/raylib/examples/models/models_mesh_generation.png +0 -0
- package/vendor/raylib/examples/models/models_mesh_picking.c +223 -0
- package/vendor/raylib/examples/models/models_mesh_picking.png +0 -0
- package/vendor/raylib/examples/models/models_orthographic_projection.c +99 -0
- package/vendor/raylib/examples/models/models_orthographic_projection.png +0 -0
- package/vendor/raylib/examples/models/models_rlgl_solar_system.c +172 -0
- package/vendor/raylib/examples/models/models_rlgl_solar_system.png +0 -0
- package/vendor/raylib/examples/models/models_skybox.c +262 -0
- package/vendor/raylib/examples/models/models_skybox.png +0 -0
- package/vendor/raylib/examples/models/models_waving_cubes.c +112 -0
- package/vendor/raylib/examples/models/models_waving_cubes.png +0 -0
- package/vendor/raylib/examples/models/models_yaw_pitch_roll.c +117 -0
- package/vendor/raylib/examples/models/models_yaw_pitch_roll.png +0 -0
- package/vendor/raylib/examples/models/resources/LICENSE.md +23 -0
- package/vendor/raylib/examples/models/resources/billboard.png +0 -0
- package/vendor/raylib/examples/models/resources/cubicmap.png +0 -0
- package/vendor/raylib/examples/models/resources/cubicmap_atlas.png +0 -0
- package/vendor/raylib/examples/models/resources/dresden_square_1k.hdr +0 -0
- package/vendor/raylib/examples/models/resources/dresden_square_2k.hdr +0 -0
- package/vendor/raylib/examples/models/resources/heightmap.png +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/AnimatedMorphCube.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/AnimatedTriangle.gltf +118 -0
- package/vendor/raylib/examples/models/resources/models/gltf/BoxAnimated.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/LICENSE +23 -0
- package/vendor/raylib/examples/models/resources/models/gltf/girl.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/raylib_32x32.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/rigged_figure.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/vertex_colored_object.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guy.blend +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guy.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guyanim.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guytex.png +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/vertex_colored_object.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/bridge.obj +1725 -0
- package/vendor/raylib/examples/models/resources/models/obj/bridge_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/castle.obj +12919 -0
- package/vendor/raylib/examples/models/resources/models/obj/castle_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/cube.obj +68 -0
- package/vendor/raylib/examples/models/resources/models/obj/cube_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/house.obj +4564 -0
- package/vendor/raylib/examples/models/resources/models/obj/house_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/market.obj +7301 -0
- package/vendor/raylib/examples/models/resources/models/obj/market_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/plane.obj +10858 -0
- package/vendor/raylib/examples/models/resources/models/obj/plane_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/turret.obj +1888 -0
- package/vendor/raylib/examples/models/resources/models/obj/turret_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/well.obj +1030 -0
- package/vendor/raylib/examples/models/resources/models/obj/well_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/LICENSE +9 -0
- package/vendor/raylib/examples/models/resources/models/vox/chr_knight.vox +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/chr_sword.vox +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/monu9.vox +0 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.fs +29 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.vs +20 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.fs +31 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.vs +24 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.fs +30 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.vs +20 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/skybox.fs +30 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/skybox.vs +24 -0
- package/vendor/raylib/examples/models/resources/skybox.png +0 -0
- package/vendor/raylib/examples/models/rlights.h +183 -0
- package/vendor/raylib/examples/others/easings.h +263 -0
- package/vendor/raylib/examples/others/easings_testbed.c +227 -0
- package/vendor/raylib/examples/others/embedded_files_loading.c +103 -0
- package/vendor/raylib/examples/others/external/include/GLFW/glfw3.h +5538 -0
- package/vendor/raylib/examples/others/external/include/GLFW/glfw3native.h +572 -0
- package/vendor/raylib/examples/others/external/include/glad.h +5466 -0
- package/vendor/raylib/examples/others/external/lib/libglfw3.a +0 -0
- package/vendor/raylib/examples/others/raudio_standalone.c +152 -0
- package/vendor/raylib/examples/others/raylib_opengl_interop.c +152 -0
- package/vendor/raylib/examples/others/raylib_opengl_interop.png +0 -0
- package/vendor/raylib/examples/others/resources/audio/country.mp3 +0 -0
- package/vendor/raylib/examples/others/resources/audio/target.ogg +0 -0
- package/vendor/raylib/examples/others/resources/audio/weird.wav +0 -0
- package/vendor/raylib/examples/others/resources/audio_data.h +4893 -0
- package/vendor/raylib/examples/others/resources/image_data.h +9848 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl100/point_particle.fs +16 -0
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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#define MAX_LIGHTS 4
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struct MaterialProperty {
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vec3 color;
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sampler2D sampler;
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struct Light {
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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uniform Light lights[MAX_LIGHTS];
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uniform vec4 ambient;
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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vec3 normal = normalize(fragNormal);
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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if (lights[i].enabled == 1)
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vec3 light = vec3(0.0);
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if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb*NdotL;
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float specCo = 0.0;
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
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specular += specCo;
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}
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}
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vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0);
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finalColor = pow(finalColor, vec4(1.0/2.2));
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// Fog calculation
|
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float dist = length(viewPos - fragPosition);
|
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+
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// these could be parameters...
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const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
|
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+
//const float fogDensity = 0.16;
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+
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// Exponential fog
|
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float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
|
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85
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+
|
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86
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+
// Linear fog (less nice)
|
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+
//const float fogStart = 2.0;
|
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+
//const float fogEnd = 10.0;
|
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//float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
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+
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+
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
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+
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93
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gl_FragColor = mix(fogColor, finalColor, fogFactor);
|
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+
}
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@@ -0,0 +1,25 @@
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1
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+
#version 100
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2
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+
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3
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precision mediump float;
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4
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+
|
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5
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+
// Input vertex attributes (from vertex shader)
|
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6
|
+
varying vec2 fragTexCoord;
|
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7
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+
varying vec4 fragColor;
|
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8
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+
|
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9
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+
// Input uniform values
|
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uniform sampler2D texture0;
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+
uniform vec4 colDiffuse;
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12
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+
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13
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+
// NOTE: Add here your custom variables
|
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+
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15
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+
void main()
|
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{
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// Texel color fetching from texture sampler
|
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18
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+
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
|
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+
|
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20
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+
// Convert texel color to grayscale using NTSC conversion weights
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float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
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+
|
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+
// Calculate final fragment color
|
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24
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+
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
|
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+
}
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@@ -0,0 +1,83 @@
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1
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+
#version 100
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2
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+
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3
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+
precision mediump float;
|
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4
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+
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5
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+
// Input vertex attributes (from vertex shader)
|
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6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
varying vec4 fragColor;
|
|
8
|
+
|
|
9
|
+
uniform vec2 screenDims; // Dimensions of the screen
|
|
10
|
+
uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
|
|
11
|
+
uniform vec2 offset; // Offset of the scale.
|
|
12
|
+
uniform float zoom; // Zoom of the scale.
|
|
13
|
+
|
|
14
|
+
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
|
|
15
|
+
// for example, on RasperryPi for this examply only supports up to 60
|
|
16
|
+
const int MAX_ITERATIONS = 48; // Max iterations to do
|
|
17
|
+
|
|
18
|
+
// Square a complex number
|
|
19
|
+
vec2 ComplexSquare(vec2 z)
|
|
20
|
+
{
|
|
21
|
+
return vec2(
|
|
22
|
+
z.x * z.x - z.y * z.y,
|
|
23
|
+
z.x * z.y * 2.0
|
|
24
|
+
);
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
// Convert Hue Saturation Value (HSV) color into RGB
|
|
28
|
+
vec3 Hsv2rgb(vec3 c)
|
|
29
|
+
{
|
|
30
|
+
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
31
|
+
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
|
32
|
+
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
void main()
|
|
36
|
+
{
|
|
37
|
+
/**********************************************************************************************
|
|
38
|
+
Julia sets use a function z^2 + c, where c is a constant.
|
|
39
|
+
This function is iterated until the nature of the point is determined.
|
|
40
|
+
|
|
41
|
+
If the magnitude of the number becomes greater than 2, then from that point onward
|
|
42
|
+
the number will get bigger and bigger, and will never get smaller (tends towards infinity).
|
|
43
|
+
2^2 = 4, 4^2 = 8 and so on.
|
|
44
|
+
So at 2 we stop iterating.
|
|
45
|
+
|
|
46
|
+
If the number is below 2, we keep iterating.
|
|
47
|
+
But when do we stop iterating if the number is always below 2 (it converges)?
|
|
48
|
+
That is what MAX_ITERATIONS is for.
|
|
49
|
+
Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
|
|
50
|
+
then map to a color.
|
|
51
|
+
|
|
52
|
+
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
|
|
53
|
+
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
|
|
54
|
+
*************************************************************************************************/
|
|
55
|
+
|
|
56
|
+
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
|
57
|
+
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
|
58
|
+
vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
|
|
59
|
+
|
|
60
|
+
int iter = 0;
|
|
61
|
+
for (int iterations = 0; iterations < 60; iterations++)
|
|
62
|
+
{
|
|
63
|
+
z = ComplexSquare(z) + c; // Iterate function
|
|
64
|
+
if (dot(z, z) > 4.0) break;
|
|
65
|
+
|
|
66
|
+
iter = iterations;
|
|
67
|
+
}
|
|
68
|
+
|
|
69
|
+
// Another few iterations decreases errors in the smoothing calculation.
|
|
70
|
+
// See http://linas.org/art-gallery/escape/escape.html for more information.
|
|
71
|
+
z = ComplexSquare(z) + c;
|
|
72
|
+
z = ComplexSquare(z) + c;
|
|
73
|
+
|
|
74
|
+
// This last part smooths the color (again see link above).
|
|
75
|
+
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
|
|
76
|
+
|
|
77
|
+
// Normalize the value so it is between 0 and 1.
|
|
78
|
+
float norm = smoothVal/float(MAX_ITERATIONS);
|
|
79
|
+
|
|
80
|
+
// If in set, color black. 0.999 allows for some float accuracy error.
|
|
81
|
+
if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
|
82
|
+
else gl_FragColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
|
|
83
|
+
}
|
|
@@ -0,0 +1,81 @@
|
|
|
1
|
+
#version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
// Input vertex attributes (from vertex shader)
|
|
6
|
+
varying vec3 fragPosition;
|
|
7
|
+
varying vec2 fragTexCoord;
|
|
8
|
+
varying vec4 fragColor;
|
|
9
|
+
varying vec3 fragNormal;
|
|
10
|
+
|
|
11
|
+
// Input uniform values
|
|
12
|
+
uniform sampler2D texture0;
|
|
13
|
+
uniform vec4 colDiffuse;
|
|
14
|
+
|
|
15
|
+
// NOTE: Add here your custom variables
|
|
16
|
+
|
|
17
|
+
#define MAX_LIGHTS 4
|
|
18
|
+
#define LIGHT_DIRECTIONAL 0
|
|
19
|
+
#define LIGHT_POINT 1
|
|
20
|
+
|
|
21
|
+
struct MaterialProperty {
|
|
22
|
+
vec3 color;
|
|
23
|
+
int useSampler;
|
|
24
|
+
sampler2D sampler;
|
|
25
|
+
};
|
|
26
|
+
|
|
27
|
+
struct Light {
|
|
28
|
+
int enabled;
|
|
29
|
+
int type;
|
|
30
|
+
vec3 position;
|
|
31
|
+
vec3 target;
|
|
32
|
+
vec4 color;
|
|
33
|
+
};
|
|
34
|
+
|
|
35
|
+
// Input lighting values
|
|
36
|
+
uniform Light lights[MAX_LIGHTS];
|
|
37
|
+
uniform vec4 ambient;
|
|
38
|
+
uniform vec3 viewPos;
|
|
39
|
+
|
|
40
|
+
void main()
|
|
41
|
+
{
|
|
42
|
+
// Texel color fetching from texture sampler
|
|
43
|
+
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
|
44
|
+
vec3 lightDot = vec3(0.0);
|
|
45
|
+
vec3 normal = normalize(fragNormal);
|
|
46
|
+
vec3 viewD = normalize(viewPos - fragPosition);
|
|
47
|
+
vec3 specular = vec3(0.0);
|
|
48
|
+
|
|
49
|
+
// NOTE: Implement here your fragment shader code
|
|
50
|
+
|
|
51
|
+
for (int i = 0; i < MAX_LIGHTS; i++)
|
|
52
|
+
{
|
|
53
|
+
if (lights[i].enabled == 1)
|
|
54
|
+
{
|
|
55
|
+
vec3 light = vec3(0.0);
|
|
56
|
+
|
|
57
|
+
if (lights[i].type == LIGHT_DIRECTIONAL)
|
|
58
|
+
{
|
|
59
|
+
light = -normalize(lights[i].target - lights[i].position);
|
|
60
|
+
}
|
|
61
|
+
|
|
62
|
+
if (lights[i].type == LIGHT_POINT)
|
|
63
|
+
{
|
|
64
|
+
light = normalize(lights[i].position - fragPosition);
|
|
65
|
+
}
|
|
66
|
+
|
|
67
|
+
float NdotL = max(dot(normal, light), 0.0);
|
|
68
|
+
lightDot += lights[i].color.rgb*NdotL;
|
|
69
|
+
|
|
70
|
+
float specCo = 0.0;
|
|
71
|
+
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
|
|
72
|
+
specular += specCo;
|
|
73
|
+
}
|
|
74
|
+
}
|
|
75
|
+
|
|
76
|
+
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
|
77
|
+
finalColor += texelColor*(ambient/10.0);
|
|
78
|
+
|
|
79
|
+
// Gamma correction
|
|
80
|
+
gl_FragColor = pow(finalColor, vec4(1.0/2.2));
|
|
81
|
+
}
|
|
@@ -0,0 +1,24 @@
|
|
|
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 mask;
|
|
12
|
+
uniform vec4 colDiffuse;
|
|
13
|
+
uniform int frame;
|
|
14
|
+
|
|
15
|
+
// NOTE: Add here your custom variables
|
|
16
|
+
|
|
17
|
+
void main()
|
|
18
|
+
{
|
|
19
|
+
vec4 maskColour = texture2D(mask, fragTexCoord + vec2(sin(-float(frame)/150.0)/10.0, cos(-float(frame)/170.0)/10.0));
|
|
20
|
+
if (maskColour.r < 0.25) discard;
|
|
21
|
+
vec4 texelColor = texture2D(texture0, fragTexCoord + vec2(sin(float(frame)/90.0)/8.0, cos(float(frame)/60.0)/8.0));
|
|
22
|
+
|
|
23
|
+
gl_FragColor = texelColor*maskColour;
|
|
24
|
+
}
|
|
@@ -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
|
+
uniform vec2 textureSize;
|
|
14
|
+
uniform float outlineSize;
|
|
15
|
+
uniform vec4 outlineColor;
|
|
16
|
+
|
|
17
|
+
void main()
|
|
18
|
+
{
|
|
19
|
+
vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
|
|
20
|
+
vec2 texelScale = vec2(0.0);
|
|
21
|
+
texelScale.x = outlineSize/textureSize.x;
|
|
22
|
+
texelScale.y = outlineSize/textureSize.y;
|
|
23
|
+
|
|
24
|
+
// We sample four corner texels, but only for the alpha channel (this is for the outline)
|
|
25
|
+
vec4 corners = vec4(0.0);
|
|
26
|
+
corners.x = texture2D(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
|
|
27
|
+
corners.y = texture2D(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
|
|
28
|
+
corners.z = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
|
|
29
|
+
corners.w = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
|
|
30
|
+
|
|
31
|
+
float outline = min(dot(corners, vec4(1.0)), 1.0);
|
|
32
|
+
vec4 color = mix(vec4(0.0), outlineColor, outline);
|
|
33
|
+
gl_FragColor = mix(color, texel, texel.a);
|
|
34
|
+
}
|
|
@@ -0,0 +1,41 @@
|
|
|
1
|
+
#version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
const int colors = 8;
|
|
6
|
+
|
|
7
|
+
// Input vertex attributes (from vertex shader)
|
|
8
|
+
varying vec2 fragTexCoord;
|
|
9
|
+
varying vec4 fragColor;
|
|
10
|
+
|
|
11
|
+
// Input uniform values
|
|
12
|
+
uniform sampler2D texture0;
|
|
13
|
+
uniform ivec3 palette[colors];
|
|
14
|
+
|
|
15
|
+
void main()
|
|
16
|
+
{
|
|
17
|
+
// Texel color fetching from texture sampler
|
|
18
|
+
vec4 texelColor = texture2D(texture0, fragTexCoord)*fragColor;
|
|
19
|
+
|
|
20
|
+
// Convert the (normalized) texel color RED component (GB would work, too)
|
|
21
|
+
// to the palette index by scaling up from [0, 1] to [0, 255].
|
|
22
|
+
int index = int(texelColor.r*255.0);
|
|
23
|
+
|
|
24
|
+
ivec3 color = ivec3(0);
|
|
25
|
+
|
|
26
|
+
// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
|
|
27
|
+
// a constantmust be used, so this logic...
|
|
28
|
+
if (index == 0) color = palette[0];
|
|
29
|
+
else if (index == 1) color = palette[1];
|
|
30
|
+
else if (index == 2) color = palette[2];
|
|
31
|
+
else if (index == 3) color = palette[3];
|
|
32
|
+
else if (index == 4) color = palette[4];
|
|
33
|
+
else if (index == 5) color = palette[5];
|
|
34
|
+
else if (index == 6) color = palette[6];
|
|
35
|
+
else if (index == 7) color = palette[7];
|
|
36
|
+
|
|
37
|
+
// Calculate final fragment color. Note that the palette color components
|
|
38
|
+
// are defined in the range [0, 255] and need to be normalized to [0, 1]
|
|
39
|
+
// for OpenGL to work.
|
|
40
|
+
gl_FragColor = vec4(float(color.x)/255.0, float(color.y)/255.0, float(color.z)/255.0, texelColor.a);
|
|
41
|
+
}
|
|
@@ -0,0 +1,32 @@
|
|
|
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 pixelWidth = 5.0;
|
|
20
|
+
float pixelHeight = 5.0;
|
|
21
|
+
|
|
22
|
+
void main()
|
|
23
|
+
{
|
|
24
|
+
float dx = pixelWidth*(1.0/renderWidth);
|
|
25
|
+
float dy = pixelHeight*(1.0/renderHeight);
|
|
26
|
+
|
|
27
|
+
vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
|
|
28
|
+
|
|
29
|
+
vec3 tc = texture2D(texture0, coord).rgb;
|
|
30
|
+
|
|
31
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
32
|
+
}
|
|
@@ -0,0 +1,29 @@
|
|
|
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 gamma = 0.6;
|
|
16
|
+
float numColors = 8.0;
|
|
17
|
+
|
|
18
|
+
void main()
|
|
19
|
+
{
|
|
20
|
+
vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
|
|
21
|
+
|
|
22
|
+
color = pow(color, vec3(gamma, gamma, gamma));
|
|
23
|
+
color = color*numColors;
|
|
24
|
+
color = floor(color);
|
|
25
|
+
color = color/numColors;
|
|
26
|
+
color = pow(color, vec3(1.0/gamma));
|
|
27
|
+
|
|
28
|
+
gl_FragColor = vec4(color, 1.0);
|
|
29
|
+
}
|
|
@@ -0,0 +1,31 @@
|
|
|
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
|
+
vec3 color = texture2D(texture0, fragTexCoord).rgb;
|
|
18
|
+
vec3 colors[3];
|
|
19
|
+
colors[0] = vec3(0.0, 0.0, 1.0);
|
|
20
|
+
colors[1] = vec3(1.0, 1.0, 0.0);
|
|
21
|
+
colors[2] = vec3(1.0, 0.0, 0.0);
|
|
22
|
+
|
|
23
|
+
float lum = (color.r + color.g + color.b)/3.0;
|
|
24
|
+
|
|
25
|
+
vec3 tc = vec3(0.0, 0.0, 0.0);
|
|
26
|
+
|
|
27
|
+
if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5);
|
|
28
|
+
else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5);
|
|
29
|
+
|
|
30
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
31
|
+
}
|