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
+ uniform float secondes;
14
+
15
+ uniform vec2 size;
16
+
17
+ uniform float freqX;
18
+ uniform float freqY;
19
+ uniform float ampX;
20
+ uniform float ampY;
21
+ uniform float speedX;
22
+ uniform float speedY;
23
+
24
+ void main() {
25
+ float pixelWidth = 1.0 / size.x;
26
+ float pixelHeight = 1.0 / size.y;
27
+ float aspect = pixelHeight / pixelWidth;
28
+ float boxLeft = 0.0;
29
+ float boxTop = 0.0;
30
+
31
+ vec2 p = fragTexCoord;
32
+ p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
33
+ p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
34
+
35
+ gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
36
+ }
@@ -0,0 +1,22 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+ uniform vec2 resolution = vec2(800, 450);
13
+
14
+ void main()
15
+ {
16
+ // Texel color fetching from texture sampler
17
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
18
+
19
+ // NOTE: Implement here your fragment shader code
20
+
21
+ gl_FragColor = texelColor*colDiffuse;
22
+ }
@@ -0,0 +1,26 @@
1
+ #version 120
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 120
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 +1,37 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ const vec2 size = vec2(800, 450); // Framebuffer size
14
+ const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
15
+ const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
16
+
17
+ void main()
18
+ {
19
+ vec4 sum = vec4(0);
20
+ vec2 sizeFactor = vec2(1)/size*quality;
21
+
22
+ // Texel color fetching from texture sampler
23
+ vec4 source = texture2D(texture0, fragTexCoord);
24
+
25
+ const int range = 2; // should be = (samples - 1)/2;
26
+
27
+ for (int x = -range; x <= range; x++)
28
+ {
29
+ for (int y = -range; y <= range; y++)
30
+ {
31
+ sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
32
+ }
33
+ }
34
+
35
+ // Calculate final fragment color
36
+ gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
37
+ }
@@ -0,0 +1,32 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ // NOTE: Render size values must be passed from code
14
+ const float renderWidth = 800.0;
15
+ const float renderHeight = 450.0;
16
+
17
+ vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
18
+ vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
19
+
20
+ void main()
21
+ {
22
+ // Texel color fetching from texture sampler
23
+ vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
24
+
25
+ tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
26
+ tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
27
+
28
+ tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
29
+ tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
30
+
31
+ gl_FragColor = vec4(tc, 1.0);
32
+ }
@@ -0,0 +1,45 @@
1
+ # version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ float hatchOffsetY = 5.0;
14
+ float lumThreshold01 = 0.9;
15
+ float lumThreshold02 = 0.7;
16
+ float lumThreshold03 = 0.5;
17
+ float lumThreshold04 = 0.3;
18
+
19
+ void main()
20
+ {
21
+ vec3 tc = vec3(1.0, 1.0, 1.0);
22
+ float lum = length(texture2D(texture0, fragTexCoord).rgb);
23
+
24
+ if (lum < lumThreshold01)
25
+ {
26
+ if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
27
+ }
28
+
29
+ if (lum < lumThreshold02)
30
+ {
31
+ if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
32
+ }
33
+
34
+ if (lum < lumThreshold03)
35
+ {
36
+ if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
37
+ }
38
+
39
+ if (lum < lumThreshold04)
40
+ {
41
+ if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
42
+ }
43
+
44
+ gl_FragColor = vec4(tc, 1.0);
45
+ }
@@ -0,0 +1,55 @@
1
+ # version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ // NOTE: Render size values must be passed from code
14
+ const float renderWidth = 800.0;
15
+ const float renderHeight = 450.0;
16
+
17
+ float stitchingSize = 6.0;
18
+ int invert = 0;
19
+
20
+ vec4 PostFX(sampler2D tex, vec2 uv)
21
+ {
22
+ vec4 c = vec4(0.0);
23
+ float size = stitchingSize;
24
+ vec2 cPos = uv * vec2(renderWidth, renderHeight);
25
+ vec2 tlPos = floor(cPos / vec2(size, size));
26
+ tlPos *= size;
27
+
28
+ int remX = int(mod(cPos.x, size));
29
+ int remY = int(mod(cPos.y, size));
30
+
31
+ if (remX == 0 && remY == 0) tlPos = cPos;
32
+
33
+ vec2 blPos = tlPos;
34
+ blPos.y += (size - 1.0);
35
+
36
+ if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
37
+ {
38
+ if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
39
+ else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
40
+ }
41
+ else
42
+ {
43
+ if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
44
+ else c = vec4(0.0, 0.0, 0.0, 1.0);
45
+ }
46
+
47
+ return c;
48
+ }
49
+
50
+ void main()
51
+ {
52
+ vec3 tc = PostFX(texture0, fragTexCoord).rgb;
53
+
54
+ gl_FragColor = vec4(tc, 1.0);
55
+ }
@@ -0,0 +1,52 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+
6
+ // Input uniform values
7
+ uniform sampler2D texture0;
8
+
9
+ // NOTE: Default parameters for Oculus Rift DK2 device
10
+ const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
11
+ const vec2 RightLensCenter = vec2(0.7136753, 0.5);
12
+ const vec2 LeftScreenCenter = vec2(0.25, 0.5);
13
+ const vec2 RightScreenCenter = vec2(0.75, 0.5);
14
+ const vec2 Scale = vec2(0.25, 0.45);
15
+ const vec2 ScaleIn = vec2(4.0, 2.5);
16
+ const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
17
+ const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
18
+
19
+ void main()
20
+ {
21
+ // The following two variables need to be set per eye
22
+ vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
23
+ vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
24
+
25
+ // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
26
+ vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
27
+ float rSq = theta.x*theta.x + theta.y*theta.y;
28
+ vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
29
+ //vec2 tc = LensCenter + Scale*theta1;
30
+
31
+ // Detect whether blue texture coordinates are out of range since these will scaled out the furthest
32
+ vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
33
+ vec2 tcBlue = LensCenter + Scale*thetaBlue;
34
+
35
+ 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);
36
+ else
37
+ {
38
+ // Do blue texture lookup
39
+ float blue = texture2D(texture0, tcBlue).b;
40
+
41
+ // Do green lookup (no scaling)
42
+ vec2 tcGreen = LensCenter + Scale*theta1;
43
+ float green = texture2D(texture0, tcGreen).g;
44
+
45
+ // Do red scale and lookup
46
+ vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
47
+ vec2 tcRed = LensCenter + Scale*thetaRed;
48
+ float red = texture2D(texture0, tcRed).r;
49
+
50
+ gl_FragColor = vec4(red, green, blue, 1.0);
51
+ }
52
+ }
@@ -0,0 +1,35 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ void main()
14
+ {
15
+ vec4 color = texture2D(texture0, fragTexCoord);
16
+
17
+ color += texture2D(texture0, fragTexCoord + 0.001);
18
+ color += texture2D(texture0, fragTexCoord + 0.003);
19
+ color += texture2D(texture0, fragTexCoord + 0.005);
20
+ color += texture2D(texture0, fragTexCoord + 0.007);
21
+ color += texture2D(texture0, fragTexCoord + 0.009);
22
+ color += texture2D(texture0, fragTexCoord + 0.011);
23
+
24
+ color += texture2D(texture0, fragTexCoord - 0.001);
25
+ color += texture2D(texture0, fragTexCoord - 0.003);
26
+ color += texture2D(texture0, fragTexCoord - 0.005);
27
+ color += texture2D(texture0, fragTexCoord - 0.007);
28
+ color += texture2D(texture0, fragTexCoord - 0.009);
29
+ color += texture2D(texture0, fragTexCoord - 0.011);
30
+
31
+ color.rgb = vec3((color.r + color.g + color.b)/3.0);
32
+ color = color/9.5;
33
+
34
+ gl_FragColor = color;
35
+ }
@@ -0,0 +1,41 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ const float PI = 3.1415926535;
14
+
15
+ void main()
16
+ {
17
+ float aperture = 178.0;
18
+ float apertureHalf = 0.5 * aperture * (PI / 180.0);
19
+ float maxFactor = sin(apertureHalf);
20
+
21
+ vec2 uv = vec2(0.0);
22
+ vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
23
+ float d = length(xy);
24
+
25
+ if (d < (2.0 - maxFactor))
26
+ {
27
+ d = length(xy * maxFactor);
28
+ float z = sqrt(1.0 - d * d);
29
+ float r = atan(d, z) / PI;
30
+ float phi = atan(xy.y, xy.x);
31
+
32
+ uv.x = r * cos(phi) + 0.5;
33
+ uv.y = r * sin(phi) + 0.5;
34
+ }
35
+ else
36
+ {
37
+ uv = fragTexCoord.xy;
38
+ }
39
+
40
+ gl_FragColor = texture2D(texture0, uv);
41
+ }
@@ -0,0 +1,92 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec3 fragPosition;
5
+ varying vec2 fragTexCoord;
6
+ varying vec4 fragColor;
7
+ varying vec3 fragNormal;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // NOTE: Add here your custom variables
14
+
15
+ #define MAX_LIGHTS 4
16
+ #define LIGHT_DIRECTIONAL 0
17
+ #define LIGHT_POINT 1
18
+
19
+ struct MaterialProperty {
20
+ vec3 color;
21
+ int useSampler;
22
+ sampler2D sampler;
23
+ };
24
+
25
+ struct Light {
26
+ int enabled;
27
+ int type;
28
+ vec3 position;
29
+ vec3 target;
30
+ vec4 color;
31
+ };
32
+
33
+ // Input lighting values
34
+ uniform Light lights[MAX_LIGHTS];
35
+ uniform vec4 ambient;
36
+ uniform vec3 viewPos;
37
+ uniform float fogDensity;
38
+
39
+ void main()
40
+ {
41
+ // Texel color fetching from texture sampler
42
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
43
+ vec3 lightDot = vec3(0.0);
44
+ vec3 normal = normalize(fragNormal);
45
+ vec3 viewD = normalize(viewPos - fragPosition);
46
+ vec3 specular = vec3(0.0);
47
+
48
+ // NOTE: Implement here your fragment shader code
49
+
50
+ for (int i = 0; i < MAX_LIGHTS; i++)
51
+ {
52
+ if (lights[i].enabled == 1)
53
+ {
54
+ vec3 light = vec3(0.0);
55
+
56
+ if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
57
+ if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
58
+
59
+ float NdotL = max(dot(normal, light), 0.0);
60
+ lightDot += lights[i].color.rgb*NdotL;
61
+
62
+ float specCo = 0.0;
63
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
64
+ specular += specCo;
65
+ }
66
+ }
67
+
68
+ vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
69
+ finalColor += texelColor*(ambient/10.0);
70
+
71
+ // Gamma correction
72
+ finalColor = pow(finalColor, vec4(1.0/2.2));
73
+
74
+ // Fog calculation
75
+ float dist = length(viewPos - fragPosition);
76
+
77
+ // these could be parameters...
78
+ const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
79
+ //const float fogDensity = 0.16;
80
+
81
+ // Exponential fog
82
+ float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
83
+
84
+ // Linear fog (less nice)
85
+ //const float fogStart = 2.0;
86
+ //const float fogEnd = 10.0;
87
+ //float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
88
+
89
+ fogFactor = clamp(fogFactor, 0.0, 1.0);
90
+
91
+ gl_FragColor = mix(fogColor, finalColor, fogFactor);
92
+ }
@@ -0,0 +1,23 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ void main()
14
+ {
15
+ // Texel color fetching from texture sampler
16
+ vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
17
+
18
+ // Convert texel color to grayscale using NTSC conversion weights
19
+ float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
20
+
21
+ // Calculate final fragment color
22
+ gl_FragColor = vec4(gray, gray, gray, texelColor.a);
23
+ }
@@ -0,0 +1,27 @@
1
+ #version 120
2
+
3
+ const int colors = 8;
4
+
5
+ // Input fragment attributes (from fragment shader)
6
+ varying vec2 fragTexCoord;
7
+ varying vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform ivec3 palette[colors];
12
+
13
+ void main()
14
+ {
15
+ // Texel color fetching from texture sampler
16
+ vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
17
+
18
+ // Convert the (normalized) texel color RED component (GB would work, too)
19
+ // to the palette index by scaling up from [0, 1] to [0, 255].
20
+ int index = int(texelColor.r * 255.0);
21
+ ivec3 color = palette[index];
22
+
23
+ // Calculate final fragment color. Note that the palette color components
24
+ // are defined in the range [0, 255] and need to be normalized to [0, 1]
25
+ // for OpenGL to work.
26
+ gl_FragColor = vec4(color / 255.0, texelColor.a);
27
+ }
@@ -0,0 +1,30 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ // NOTE: Render size values must be passed from code
14
+ const float renderWidth = 800.0;
15
+ const float renderHeight = 450.0;
16
+
17
+ float pixelWidth = 5.0;
18
+ float pixelHeight = 5.0;
19
+
20
+ void main()
21
+ {
22
+ float dx = pixelWidth*(1.0/renderWidth);
23
+ float dy = pixelHeight*(1.0/renderHeight);
24
+
25
+ vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
26
+
27
+ vec3 tc = texture2D(texture0, coord).rgb;
28
+
29
+ gl_FragColor = vec4(tc, 1.0);
30
+ }
@@ -0,0 +1,27 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ float gamma = 0.6;
14
+ float numColors = 8.0;
15
+
16
+ void main()
17
+ {
18
+ vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
19
+
20
+ color = pow(color, vec3(gamma, gamma, gamma));
21
+ color = color*numColors;
22
+ color = floor(color);
23
+ color = color/numColors;
24
+ color = pow(color, vec3(1.0/gamma));
25
+
26
+ gl_FragColor = vec4(color, 1.0);
27
+ }
@@ -0,0 +1,29 @@
1
+ #version 120
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ varying vec2 fragTexCoord;
5
+ varying vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // NOTE: Add here your custom variables
12
+
13
+ void main()
14
+ {
15
+ vec3 color = texture2D(texture0, fragTexCoord).rgb;
16
+ vec3 colors[3];
17
+ colors[0] = vec3(0.0, 0.0, 1.0);
18
+ colors[1] = vec3(1.0, 1.0, 0.0);
19
+ colors[2] = vec3(1.0, 0.0, 0.0);
20
+
21
+ float lum = (color.r + color.g + color.b)/3.0;
22
+
23
+ vec3 tc = vec3(0.0, 0.0, 0.0);
24
+
25
+ if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5);
26
+ else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5);
27
+
28
+ gl_FragColor = vec4(tc, 1.0);
29
+ }