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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@@ -0,0 +1,431 @@
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+ #version 100
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+
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+ precision mediump float;
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+
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+ #extension GL_OES_standard_derivatives : enable
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+
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+ // Input vertex attributes (from vertex shader)
8
+ varying vec2 fragTexCoord;
9
+ varying vec4 fragColor;
10
+
11
+ uniform vec3 viewEye;
12
+ uniform vec3 viewCenter;
13
+ uniform float runTime;
14
+ uniform vec2 resolution;
15
+
16
+ // The MIT License
17
+ // Copyright © 2013 Inigo Quilez
18
+ // Permission is hereby granted, free of charge, to any person obtaining a copy
19
+ // of this software and associated documentation files (the "Software"), to deal
20
+ // in the Software without restriction, including without limitation the rights
21
+ // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
22
+ // copies of the Software, and to permit persons to whom the Software is
23
+ // furnished to do so, subject to the following conditions:
24
+
25
+ // The above copyright notice and this permission notice shall be included in all
26
+ // copies or substantial portions of the Software.
27
+
28
+ // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
29
+ // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
30
+ // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
31
+ // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
32
+ // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
33
+ // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
34
+ // SOFTWARE.
35
+
36
+ // A list of useful distance function to simple primitives, and an example on how to
37
+ // do some interesting boolean operations, repetition and displacement.
38
+ //
39
+ // More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
40
+
41
+ #define AA 1 // make this 1 is your machine is too slow
42
+
43
+ //------------------------------------------------------------------
44
+
45
+ float sdPlane( vec3 p )
46
+ {
47
+ return p.y;
48
+ }
49
+
50
+ float sdSphere( vec3 p, float s )
51
+ {
52
+ return length(p)-s;
53
+ }
54
+
55
+ float sdBox( vec3 p, vec3 b )
56
+ {
57
+ vec3 d = abs(p) - b;
58
+ return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
59
+ }
60
+
61
+ float sdEllipsoid( in vec3 p, in vec3 r )
62
+ {
63
+ return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z);
64
+ }
65
+
66
+ float udRoundBox( vec3 p, vec3 b, float r )
67
+ {
68
+ return length(max(abs(p)-b,0.0))-r;
69
+ }
70
+
71
+ float sdTorus( vec3 p, vec2 t )
72
+ {
73
+ return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
74
+ }
75
+
76
+ float sdHexPrism( vec3 p, vec2 h )
77
+ {
78
+ vec3 q = abs(p);
79
+ #if 0
80
+ return max(q.z-h.y,max((q.x*0.866025+q.y*0.5),q.y)-h.x);
81
+ #else
82
+ float d1 = q.z-h.y;
83
+ float d2 = max((q.x*0.866025+q.y*0.5),q.y)-h.x;
84
+ return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
85
+ #endif
86
+ }
87
+
88
+ float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
89
+ {
90
+ vec3 pa = p-a, ba = b-a;
91
+ float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
92
+ return length( pa - ba*h ) - r;
93
+ }
94
+
95
+ float sdEquilateralTriangle( in vec2 p )
96
+ {
97
+ const float k = sqrt(3.0);
98
+ p.x = abs(p.x) - 1.0;
99
+ p.y = p.y + 1.0/k;
100
+ if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0;
101
+ p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 );
102
+ return -length(p)*sign(p.y);
103
+ }
104
+
105
+ float sdTriPrism( vec3 p, vec2 h )
106
+ {
107
+ vec3 q = abs(p);
108
+ float d1 = q.z-h.y;
109
+ #if 1
110
+ // distance bound
111
+ float d2 = max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5;
112
+ #else
113
+ // correct distance
114
+ h.x *= 0.866025;
115
+ float d2 = sdEquilateralTriangle(p.xy/h.x)*h.x;
116
+ #endif
117
+ return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
118
+ }
119
+
120
+ float sdCylinder( vec3 p, vec2 h )
121
+ {
122
+ vec2 d = abs(vec2(length(p.xz),p.y)) - h;
123
+ return min(max(d.x,d.y),0.0) + length(max(d,0.0));
124
+ }
125
+
126
+ float sdCone( in vec3 p, in vec3 c )
127
+ {
128
+ vec2 q = vec2( length(p.xz), p.y );
129
+ float d1 = -q.y-c.z;
130
+ float d2 = max( dot(q,c.xy), q.y);
131
+ return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
132
+ }
133
+
134
+ float sdConeSection( in vec3 p, in float h, in float r1, in float r2 )
135
+ {
136
+ float d1 = -p.y - h;
137
+ float q = p.y - h;
138
+ float si = 0.5*(r1-r2)/h;
139
+ float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q );
140
+ return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
141
+ }
142
+
143
+ float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
144
+ {
145
+ // Tetrahedron = Octahedron - Cube
146
+ float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) );
147
+
148
+ float d = 0.0;
149
+ d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) ));
150
+ d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) ));
151
+ d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) ));
152
+ d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) ));
153
+ float octa = d - h.z;
154
+ return max(-box,octa); // Subtraction
155
+ }
156
+
157
+ float length2( vec2 p )
158
+ {
159
+ return sqrt( p.x*p.x + p.y*p.y );
160
+ }
161
+
162
+ float length6( vec2 p )
163
+ {
164
+ p = p*p*p; p = p*p;
165
+ return pow( p.x + p.y, 1.0/6.0 );
166
+ }
167
+
168
+ float length8( vec2 p )
169
+ {
170
+ p = p*p; p = p*p; p = p*p;
171
+ return pow( p.x + p.y, 1.0/8.0 );
172
+ }
173
+
174
+ float sdTorus82( vec3 p, vec2 t )
175
+ {
176
+ vec2 q = vec2(length2(p.xz)-t.x,p.y);
177
+ return length8(q)-t.y;
178
+ }
179
+
180
+ float sdTorus88( vec3 p, vec2 t )
181
+ {
182
+ vec2 q = vec2(length8(p.xz)-t.x,p.y);
183
+ return length8(q)-t.y;
184
+ }
185
+
186
+ float sdCylinder6( vec3 p, vec2 h )
187
+ {
188
+ return max( length6(p.xz)-h.x, abs(p.y)-h.y );
189
+ }
190
+
191
+ //------------------------------------------------------------------
192
+
193
+ float opS( float d1, float d2 )
194
+ {
195
+ return max(-d2,d1);
196
+ }
197
+
198
+ vec2 opU( vec2 d1, vec2 d2 )
199
+ {
200
+ return (d1.x<d2.x) ? d1 : d2;
201
+ }
202
+
203
+ vec3 opRep( vec3 p, vec3 c )
204
+ {
205
+ return mod(p,c)-0.5*c;
206
+ }
207
+
208
+ vec3 opTwist( vec3 p )
209
+ {
210
+ float c = cos(10.0*p.y+10.0);
211
+ float s = sin(10.0*p.y+10.0);
212
+ mat2 m = mat2(c,-s,s,c);
213
+ return vec3(m*p.xz,p.y);
214
+ }
215
+
216
+ //------------------------------------------------------------------
217
+
218
+ vec2 map( in vec3 pos )
219
+ {
220
+ vec2 res = opU( vec2( sdPlane( pos), 1.0 ),
221
+ vec2( sdSphere( pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
222
+ res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
223
+ res = opU( res, vec2( udRoundBox( pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
224
+ res = opU( res, vec2( sdTorus( pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
225
+ res = opU( res, vec2( sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9 ) );
226
+ res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
227
+ res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
228
+ res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
229
+ res = opU( res, vec2( sdTorus82( pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
230
+ res = opU( res, vec2( sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
231
+ res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
232
+ res = opU( res, vec2( sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
233
+ res = opU( res, vec2( sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
234
+ res = opU( res, vec2( opS( udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
235
+ sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
236
+ res = opU( res, vec2( opS( sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
237
+ sdCylinder( opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
238
+ res = opU( res, vec2( 0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
239
+ res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
240
+ res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
241
+ res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
242
+
243
+ return res;
244
+ }
245
+
246
+ vec2 castRay( in vec3 ro, in vec3 rd )
247
+ {
248
+ float tmin = 0.2;
249
+ float tmax = 30.0;
250
+
251
+ #if 1
252
+ // bounding volume
253
+ float tp1 = (0.0-ro.y)/rd.y; if( tp1>0.0 ) tmax = min( tmax, tp1 );
254
+ float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 );
255
+ else tmax = min( tmax, tp2 ); }
256
+ #endif
257
+
258
+ float t = tmin;
259
+ float m = -1.0;
260
+ for( int i=0; i<64; i++ )
261
+ {
262
+ float precis = 0.0005*t;
263
+ vec2 res = map( ro+rd*t );
264
+ if( res.x<precis || t>tmax ) break;
265
+ t += res.x;
266
+ m = res.y;
267
+ }
268
+
269
+ if( t>tmax ) m=-1.0;
270
+ return vec2( t, m );
271
+ }
272
+
273
+
274
+ float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
275
+ {
276
+ float res = 1.0;
277
+ float t = mint;
278
+ for( int i=0; i<16; i++ )
279
+ {
280
+ float h = map( ro + rd*t ).x;
281
+ res = min( res, 8.0*h/t );
282
+ t += clamp( h, 0.02, 0.10 );
283
+ if( h<0.001 || t>tmax ) break;
284
+ }
285
+ return clamp( res, 0.0, 1.0 );
286
+ }
287
+
288
+ vec3 calcNormal( in vec3 pos )
289
+ {
290
+ vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
291
+ return normalize( e.xyy*map( pos + e.xyy ).x +
292
+ e.yyx*map( pos + e.yyx ).x +
293
+ e.yxy*map( pos + e.yxy ).x +
294
+ e.xxx*map( pos + e.xxx ).x );
295
+ /*
296
+ vec3 eps = vec3( 0.0005, 0.0, 0.0 );
297
+ vec3 nor = vec3(
298
+ map(pos+eps.xyy).x - map(pos-eps.xyy).x,
299
+ map(pos+eps.yxy).x - map(pos-eps.yxy).x,
300
+ map(pos+eps.yyx).x - map(pos-eps.yyx).x );
301
+ return normalize(nor);
302
+ */
303
+ }
304
+
305
+ float calcAO( in vec3 pos, in vec3 nor )
306
+ {
307
+ float occ = 0.0;
308
+ float sca = 1.0;
309
+ for( int i=0; i<5; i++ )
310
+ {
311
+ float hr = 0.01 + 0.12*float(i)/4.0;
312
+ vec3 aopos = nor * hr + pos;
313
+ float dd = map( aopos ).x;
314
+ occ += -(dd-hr)*sca;
315
+ sca *= 0.95;
316
+ }
317
+ return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
318
+ }
319
+
320
+ // http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
321
+ float checkersGradBox( in vec2 p )
322
+ {
323
+ // filter kernel
324
+ vec2 w = fwidth(p) + 0.001;
325
+ // analytical integral (box filter)
326
+ vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
327
+ // xor pattern
328
+ return 0.5 - 0.5*i.x*i.y;
329
+ }
330
+
331
+ vec3 render( in vec3 ro, in vec3 rd )
332
+ {
333
+ vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
334
+ vec2 res = castRay(ro,rd);
335
+ float t = res.x;
336
+ float m = res.y;
337
+ if( m>-0.5 )
338
+ {
339
+ vec3 pos = ro + t*rd;
340
+ vec3 nor = calcNormal( pos );
341
+ vec3 ref = reflect( rd, nor );
342
+
343
+ // material
344
+ col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
345
+ if( m<1.5 )
346
+ {
347
+
348
+ float f = checkersGradBox( 5.0*pos.xz );
349
+ col = 0.3 + f*vec3(0.1);
350
+ }
351
+
352
+ // lighting
353
+ float occ = calcAO( pos, nor );
354
+ vec3 lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
355
+ vec3 hal = normalize( lig-rd );
356
+ float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
357
+ float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
358
+ float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
359
+ float dom = smoothstep( -0.1, 0.1, ref.y );
360
+ float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
361
+
362
+ dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
363
+ dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
364
+
365
+ float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
366
+ dif *
367
+ (0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
368
+
369
+ vec3 lin = vec3(0.0);
370
+ lin += 1.30*dif*vec3(1.00,0.80,0.55);
371
+ lin += 0.40*amb*vec3(0.40,0.60,1.00)*occ;
372
+ lin += 0.50*dom*vec3(0.40,0.60,1.00)*occ;
373
+ lin += 0.50*bac*vec3(0.25,0.25,0.25)*occ;
374
+ lin += 0.25*fre*vec3(1.00,1.00,1.00)*occ;
375
+ col = col*lin;
376
+ col += 10.00*spe*vec3(1.00,0.90,0.70);
377
+
378
+ col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
379
+ }
380
+
381
+ return vec3( clamp(col,0.0,1.0) );
382
+ }
383
+
384
+ mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
385
+ {
386
+ vec3 cw = normalize(ta-ro);
387
+ vec3 cp = vec3(sin(cr), cos(cr),0.0);
388
+ vec3 cu = normalize( cross(cw,cp) );
389
+ vec3 cv = normalize( cross(cu,cw) );
390
+ return mat3( cu, cv, cw );
391
+ }
392
+
393
+ void main()
394
+ {
395
+ vec3 tot = vec3(0.0);
396
+ #if AA>1
397
+ for( int m=0; m<AA; m++ )
398
+ for( int n=0; n<AA; n++ )
399
+ {
400
+ // pixel coordinates
401
+ vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
402
+ vec2 p = (-resolution.xy + 2.0*(gl_FragCoord.xy+o))/resolution.y;
403
+ #else
404
+ vec2 p = (-resolution.xy + 2.0*gl_FragCoord.xy)/resolution.y;
405
+ #endif
406
+
407
+ // RAY: Camera is provided from raylib
408
+ //vec3 ro = vec3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
409
+
410
+ vec3 ro = viewEye;
411
+ vec3 ta = viewCenter;
412
+
413
+ // camera-to-world transformation
414
+ mat3 ca = setCamera( ro, ta, 0.0 );
415
+ // ray direction
416
+ vec3 rd = ca * normalize( vec3(p.xy,2.0) );
417
+
418
+ // render
419
+ vec3 col = render( ro, rd );
420
+
421
+ // gamma
422
+ col = pow( col, vec3(0.4545) );
423
+
424
+ tot += col;
425
+ #if AA>1
426
+ }
427
+ tot /= float(AA*AA);
428
+ #endif
429
+
430
+ gl_FragColor = vec4( tot, 1.0 );
431
+ }
@@ -0,0 +1,39 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ // Input vertex attributes (from vertex shader)
6
+ varying vec2 fragTexCoord; // Texture coordinates (sampler2D)
7
+ varying vec4 fragColor; // Tint color
8
+
9
+ // Uniform inputs
10
+ uniform vec2 resolution; // Viewport resolution (in pixels)
11
+ uniform vec2 mouse; // Mouse pixel xy coordinates
12
+ uniform float time; // Total run time (in secods)
13
+
14
+ // Draw circle
15
+ vec4 DrawCircle(vec2 fragCoord, vec2 position, float radius, vec3 color)
16
+ {
17
+ float d = length(position - fragCoord) - radius;
18
+ float t = clamp(d, 0.0, 1.0);
19
+ return vec4(color, 1.0 - t);
20
+ }
21
+
22
+ void main()
23
+ {
24
+ vec2 fragCoord = gl_FragCoord.xy;
25
+ vec2 position = vec2(mouse.x, resolution.y - mouse.y);
26
+ float radius = 40.0;
27
+
28
+ // Draw background layer
29
+ vec4 colorA = vec4(0.2,0.2,0.8, 1.0);
30
+ vec4 colorB = vec4(1.0,0.7,0.2, 1.0);
31
+ vec4 layer1 = mix(colorA, colorB, abs(sin(time*0.1)));
32
+
33
+ // Draw circle layer
34
+ vec3 color = vec3(0.9, 0.16, 0.21);
35
+ vec4 layer2 = DrawCircle(fragCoord, position, radius, color);
36
+
37
+ // Blend the two layers
38
+ gl_FragColor = mix(layer1, layer2, layer2.a);
39
+ }
@@ -0,0 +1,44 @@
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 offset = 0.0;
16
+ float frequency = 450.0/3.0;
17
+
18
+ uniform float time;
19
+
20
+ void main()
21
+ {
22
+ /*
23
+ // Scanlines method 1
24
+ float tval = 0; //time
25
+ vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
26
+
27
+ vec4 color = texture2D(texture0, fragTexCoord);
28
+
29
+ color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
30
+ color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
31
+ color *= vec4(0.8, 1.0, 0.7, 1);
32
+ color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
33
+ color *= 0.97 + 0.03*sin(110.0*tval);
34
+
35
+ fragColor = color;
36
+ */
37
+ // Scanlines method 2
38
+ float globalPos = (fragTexCoord.y + offset) * frequency;
39
+ float wavePos = cos((fract(globalPos) - 0.5)*3.14);
40
+
41
+ vec4 color = texture2D(texture0, fragTexCoord);
42
+
43
+ gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
44
+ }
@@ -0,0 +1,40 @@
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
+ vec2 resolution = vec2(800.0, 450.0);
15
+
16
+ void main()
17
+ {
18
+ float x = 1.0/resolution.x;
19
+ float y = 1.0/resolution.y;
20
+
21
+ vec4 horizEdge = vec4(0.0);
22
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
23
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
24
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
25
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
26
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
27
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
28
+
29
+ vec4 vertEdge = vec4(0.0);
30
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
31
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
32
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
33
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
34
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
35
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
36
+
37
+ vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
38
+
39
+ gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
40
+ }
@@ -0,0 +1,77 @@
1
+ #version 100
2
+
3
+ precision mediump float;
4
+
5
+ #define MAX_SPOTS 3
6
+
7
+ struct Spot {
8
+ vec2 pos; // window coords of spot
9
+ float inner; // inner fully transparent centre radius
10
+ float radius; // alpha fades out to this radius
11
+ };
12
+
13
+ uniform Spot spots[MAX_SPOTS]; // Spotlight positions array
14
+ uniform float screenWidth; // Width of the screen
15
+
16
+ void main()
17
+ {
18
+ float alpha = 1.0;
19
+
20
+ // Get the position of the current fragment (screen coordinates!)
21
+ vec2 pos = vec2(gl_FragCoord.x, gl_FragCoord.y);
22
+
23
+ // Find out which spotlight is nearest
24
+ float d = 65000.0; // some high value
25
+ int fi = -1; // found index
26
+
27
+ for (int i = 0; i < MAX_SPOTS; i++)
28
+ {
29
+ for (int j = 0; j < MAX_SPOTS; j++)
30
+ {
31
+ float dj = distance(pos, spots[j].pos) - spots[j].radius + spots[i].radius;
32
+
33
+ if (d > dj)
34
+ {
35
+ d = dj;
36
+ fi = i;
37
+ }
38
+ }
39
+ }
40
+
41
+ // d now equals distance to nearest spot...
42
+ // allowing for the different radii of all spotlights
43
+ if (fi == 0)
44
+ {
45
+ if (d > spots[0].radius) alpha = 1.0;
46
+ else
47
+ {
48
+ if (d < spots[0].inner) alpha = 0.0;
49
+ else alpha = (d - spots[0].inner)/(spots[0].radius - spots[0].inner);
50
+ }
51
+ }
52
+ else if (fi == 1)
53
+ {
54
+ if (d > spots[1].radius) alpha = 1.0;
55
+ else
56
+ {
57
+ if (d < spots[1].inner) alpha = 0.0;
58
+ else alpha = (d - spots[1].inner)/(spots[1].radius - spots[1].inner);
59
+ }
60
+ }
61
+ else if (fi == 2)
62
+ {
63
+ if (d > spots[2].radius) alpha = 1.0;
64
+ else
65
+ {
66
+ if (d < spots[2].inner) alpha = 0.0;
67
+ else alpha = (d - spots[2].inner)/(spots[2].radius - spots[2].inner);
68
+ }
69
+ }
70
+
71
+ // Right hand side of screen is dimly lit,
72
+ // could make the threshold value user definable
73
+ if ((pos.x > screenWidth/2.0) && (alpha > 0.9)) alpha = 0.9;
74
+
75
+ // could make the black out colour user definable...
76
+ gl_FragColor = vec4(0, 0, 0, alpha);
77
+ }
@@ -0,0 +1,46 @@
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 should be passed from code
16
+ const float renderWidth = 800.0;
17
+ const float renderHeight = 450.0;
18
+
19
+ float radius = 250.0;
20
+ float angle = 0.8;
21
+
22
+ uniform vec2 center;
23
+
24
+ void main()
25
+ {
26
+ vec2 texSize = vec2(renderWidth, renderHeight);
27
+ vec2 tc = fragTexCoord*texSize;
28
+ tc -= center;
29
+
30
+ float dist = length(tc);
31
+
32
+ if (dist < radius)
33
+ {
34
+ float percent = (radius - dist)/radius;
35
+ float theta = percent*percent*angle*8.0;
36
+ float s = sin(theta);
37
+ float c = cos(theta);
38
+
39
+ tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
40
+ }
41
+
42
+ tc += center;
43
+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
44
+
45
+ gl_FragColor = vec4(color.rgb, 1.0);;
46
+ }