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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+ /*************************************************************************************
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+ The Sieve of Eratosthenes -- a simple shader by ProfJski
6
+ An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
7
+
8
+ The screen is divided into a square grid of boxes, each representing an integer value.
9
+ Each integer is tested to see if it is a prime number. Primes are colored white.
10
+ Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
11
+
12
+ You can change the scale variable to make a larger or smaller grid.
13
+ Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
14
+
15
+ WARNING: If you make scale too large, your GPU may bog down!
16
+
17
+ ***************************************************************************************/
18
+
19
+ // Input vertex attributes (from vertex shader)
20
+ in vec2 fragTexCoord;
21
+ in vec4 fragColor;
22
+
23
+ // Output fragment color
24
+ out vec4 finalColor;
25
+
26
+ // Make a nice spectrum of colors based on counter and maxSize
27
+ vec4 Colorizer(float counter, float maxSize)
28
+ {
29
+ float red = 0.0, green = 0.0, blue = 0.0;
30
+ float normsize = counter/maxSize;
31
+
32
+ red = smoothstep(0.3, 0.7, normsize);
33
+ green = sin(3.14159*normsize);
34
+ blue = 1.0 - smoothstep(0.0, 0.4, normsize);
35
+
36
+ return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
37
+ }
38
+
39
+ void main()
40
+ {
41
+ vec4 color = vec4(1.0);
42
+ float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
43
+ int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
44
+
45
+ if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0);
46
+ else
47
+ {
48
+ for (int i = 2; (i < max(2, sqrt(value) + 1)); i++)
49
+ {
50
+ if ((value - i*floor(float(value)/float(i))) == 0)
51
+ {
52
+ color = Colorizer(float(i), scale);
53
+ //break; // Uncomment to color by the largest factor instead
54
+ }
55
+ }
56
+
57
+ finalColor = color;
58
+ }
59
+ }
@@ -0,0 +1,40 @@
1
+ #version 330
2
+
3
+ in vec2 fragTexCoord;
4
+
5
+ out vec4 fragColor;
6
+
7
+ uniform sampler2D texture0;
8
+ uniform vec4 colDiffuse;
9
+
10
+ // NOTE: Add here your custom variables
11
+
12
+ const float PI = 3.1415926535;
13
+
14
+ void main()
15
+ {
16
+ float aperture = 178.0;
17
+ float apertureHalf = 0.5 * aperture * (PI / 180.0);
18
+ float maxFactor = sin(apertureHalf);
19
+
20
+ vec2 uv = vec2(0);
21
+ vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
22
+ float d = length(xy);
23
+
24
+ if (d < (2.0 - maxFactor))
25
+ {
26
+ d = length(xy * maxFactor);
27
+ float z = sqrt(1.0 - d * d);
28
+ float r = atan(d, z) / PI;
29
+ float phi = atan(xy.y, xy.x);
30
+
31
+ uv.x = r * cos(phi) + 0.5;
32
+ uv.y = r * sin(phi) + 0.5;
33
+ }
34
+ else
35
+ {
36
+ uv = fragTexCoord.xy;
37
+ }
38
+
39
+ fragColor = texture(texture0, uv);
40
+ }
@@ -0,0 +1,95 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec2 fragTexCoord;
5
+ in vec4 fragColor;
6
+ in vec3 fragPosition;
7
+ in vec3 fragNormal;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // Output fragment color
14
+ out vec4 finalColor;
15
+
16
+ // NOTE: Add here your custom variables
17
+
18
+ #define MAX_LIGHTS 4
19
+ #define LIGHT_DIRECTIONAL 0
20
+ #define LIGHT_POINT 1
21
+
22
+ struct MaterialProperty {
23
+ vec3 color;
24
+ int useSampler;
25
+ sampler2D sampler;
26
+ };
27
+
28
+ struct Light {
29
+ int enabled;
30
+ int type;
31
+ vec3 position;
32
+ vec3 target;
33
+ vec4 color;
34
+ };
35
+
36
+ // Input lighting values
37
+ uniform Light lights[MAX_LIGHTS];
38
+ uniform vec4 ambient;
39
+ uniform vec3 viewPos;
40
+ uniform float fogDensity;
41
+
42
+ void main()
43
+ {
44
+ // Texel color fetching from texture sampler
45
+ vec4 texelColor = texture(texture0, fragTexCoord);
46
+ vec3 lightDot = vec3(0.0);
47
+ vec3 normal = normalize(fragNormal);
48
+ vec3 viewD = normalize(viewPos - fragPosition);
49
+ vec3 specular = vec3(0.0);
50
+
51
+ // NOTE: Implement here your fragment shader code
52
+
53
+ for (int i = 0; i < MAX_LIGHTS; i++)
54
+ {
55
+ if (lights[i].enabled == 1)
56
+ {
57
+ vec3 light = vec3(0.0);
58
+
59
+ if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
60
+ if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
61
+
62
+ float NdotL = max(dot(normal, light), 0.0);
63
+ lightDot += lights[i].color.rgb*NdotL;
64
+
65
+ float specCo = 0.0;
66
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
67
+ specular += specCo;
68
+ }
69
+ }
70
+
71
+ finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
72
+ finalColor += texelColor*(ambient/10.0);
73
+
74
+ // Gamma correction
75
+ finalColor = pow(finalColor, vec4(1.0/2.2));
76
+
77
+ // Fog calculation
78
+ float dist = length(viewPos - fragPosition);
79
+
80
+ // these could be parameters...
81
+ const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
82
+ //const float fogDensity = 0.16;
83
+
84
+ // Exponential fog
85
+ float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
86
+
87
+ // Linear fog (less nice)
88
+ //const float fogStart = 2.0;
89
+ //const float fogEnd = 10.0;
90
+ //float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
91
+
92
+ fogFactor = clamp(fogFactor, 0.0, 1.0);
93
+
94
+ finalColor = mix(fogColor, finalColor, fogFactor);
95
+ }
@@ -0,0 +1,26 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec2 fragTexCoord;
5
+ in vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // Output fragment color
12
+ out vec4 finalColor;
13
+
14
+ // NOTE: Add here your custom variables
15
+
16
+ void main()
17
+ {
18
+ // Texel color fetching from texture sampler
19
+ vec4 texelColor = texture(texture0, fragTexCoord)*colDiffuse*fragColor;
20
+
21
+ // Convert texel color to grayscale using NTSC conversion weights
22
+ float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
23
+
24
+ // Calculate final fragment color
25
+ finalColor = vec4(gray, gray, gray, texelColor.a);
26
+ }
@@ -0,0 +1,81 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec2 fragTexCoord;
5
+ in vec4 fragColor;
6
+
7
+ // Output fragment color
8
+ out vec4 finalColor;
9
+
10
+ uniform vec2 screenDims; // Dimensions of the screen
11
+ uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
12
+ uniform vec2 offset; // Offset of the scale.
13
+ uniform float zoom; // Zoom of the scale.
14
+
15
+ const int MAX_ITERATIONS = 255; // Max iterations to do.
16
+
17
+ // Square a complex number
18
+ vec2 ComplexSquare(vec2 z)
19
+ {
20
+ return vec2(
21
+ z.x * z.x - z.y * z.y,
22
+ z.x * z.y * 2.0
23
+ );
24
+ }
25
+
26
+ // Convert Hue Saturation Value (HSV) color into RGB
27
+ vec3 Hsv2rgb(vec3 c)
28
+ {
29
+ vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
30
+ vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
31
+ return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
32
+ }
33
+
34
+ void main()
35
+ {
36
+ /**********************************************************************************************
37
+ Julia sets use a function z^2 + c, where c is a constant.
38
+ This function is iterated until the nature of the point is determined.
39
+
40
+ If the magnitude of the number becomes greater than 2, then from that point onward
41
+ the number will get bigger and bigger, and will never get smaller (tends towards infinity).
42
+ 2^2 = 4, 4^2 = 8 and so on.
43
+ So at 2 we stop iterating.
44
+
45
+ If the number is below 2, we keep iterating.
46
+ But when do we stop iterating if the number is always below 2 (it converges)?
47
+ That is what MAX_ITERATIONS is for.
48
+ Then we can divide the iterations by the MAX_ITERATIONS value to get a normalized value that we can
49
+ then map to a color.
50
+
51
+ We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
52
+ And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
53
+ *************************************************************************************************/
54
+
55
+ // The pixel coordinates are scaled so they are on the mandelbrot scale
56
+ // NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
57
+ vec2 z = vec2((fragTexCoord.x + offset.x/screenDims.x)*2.5/zoom, (fragTexCoord.y + offset.y/screenDims.y)*1.5/zoom);
58
+
59
+ int iterations = 0;
60
+ for (iterations = 0; iterations < MAX_ITERATIONS; iterations++)
61
+ {
62
+ z = ComplexSquare(z) + c; // Iterate function
63
+
64
+ if (dot(z, z) > 4.0) break;
65
+ }
66
+
67
+ // Another few iterations decreases errors in the smoothing calculation.
68
+ // See http://linas.org/art-gallery/escape/escape.html for more information.
69
+ z = ComplexSquare(z) + c;
70
+ z = ComplexSquare(z) + c;
71
+
72
+ // This last part smooths the color (again see link above).
73
+ float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
74
+
75
+ // Normalize the value so it is between 0 and 1.
76
+ float norm = smoothVal/float(MAX_ITERATIONS);
77
+
78
+ // If in set, color black. 0.999 allows for some float accuracy error.
79
+ if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
80
+ else finalColor = vec4(Hsv2rgb(vec3(norm, 1.0, 1.0)), 1.0);
81
+ }
@@ -0,0 +1,82 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec3 fragPosition;
5
+ in vec2 fragTexCoord;
6
+ in vec4 fragColor;
7
+ in vec3 fragNormal;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform vec4 colDiffuse;
12
+
13
+ // Output fragment color
14
+ out vec4 finalColor;
15
+
16
+ // NOTE: Add here your custom variables
17
+
18
+ #define MAX_LIGHTS 4
19
+ #define LIGHT_DIRECTIONAL 0
20
+ #define LIGHT_POINT 1
21
+
22
+ struct MaterialProperty {
23
+ vec3 color;
24
+ int useSampler;
25
+ sampler2D sampler;
26
+ };
27
+
28
+ struct Light {
29
+ int enabled;
30
+ int type;
31
+ vec3 position;
32
+ vec3 target;
33
+ vec4 color;
34
+ };
35
+
36
+ // Input lighting values
37
+ uniform Light lights[MAX_LIGHTS];
38
+ uniform vec4 ambient;
39
+ uniform vec3 viewPos;
40
+
41
+ void main()
42
+ {
43
+ // Texel color fetching from texture sampler
44
+ vec4 texelColor = texture(texture0, fragTexCoord);
45
+ vec3 lightDot = vec3(0.0);
46
+ vec3 normal = normalize(fragNormal);
47
+ vec3 viewD = normalize(viewPos - fragPosition);
48
+ vec3 specular = vec3(0.0);
49
+
50
+ // NOTE: Implement here your fragment shader code
51
+
52
+ for (int i = 0; i < MAX_LIGHTS; i++)
53
+ {
54
+ if (lights[i].enabled == 1)
55
+ {
56
+ vec3 light = vec3(0.0);
57
+
58
+ if (lights[i].type == LIGHT_DIRECTIONAL)
59
+ {
60
+ light = -normalize(lights[i].target - lights[i].position);
61
+ }
62
+
63
+ if (lights[i].type == LIGHT_POINT)
64
+ {
65
+ light = normalize(lights[i].position - fragPosition);
66
+ }
67
+
68
+ float NdotL = max(dot(normal, light), 0.0);
69
+ lightDot += lights[i].color.rgb*NdotL;
70
+
71
+ float specCo = 0.0;
72
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
73
+ specular += specCo;
74
+ }
75
+ }
76
+
77
+ finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
78
+ finalColor += texelColor*(ambient/10.0)*colDiffuse;
79
+
80
+ // Gamma correction
81
+ finalColor = pow(finalColor, vec4(1.0/2.2));
82
+ }
@@ -0,0 +1,22 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec2 fragTexCoord;
5
+ in vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform sampler2D mask;
10
+ uniform int frame;
11
+
12
+ // Output fragment color
13
+ out vec4 finalColor;
14
+
15
+ void main()
16
+ {
17
+ vec4 maskColour = texture(mask, fragTexCoord + vec2(sin(-frame/150.0)/10.0, cos(-frame/170.0)/10.0));
18
+ if (maskColour.r < 0.25) discard;
19
+ vec4 texelColor = texture(texture0, fragTexCoord + vec2(sin(frame/90.0)/8.0, cos(frame/60.0)/8.0));
20
+
21
+ finalColor = texelColor*maskColour;
22
+ }
@@ -0,0 +1,35 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec2 fragTexCoord;
5
+ in vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ uniform vec2 textureSize;
12
+ uniform float outlineSize;
13
+ uniform vec4 outlineColor;
14
+
15
+ // Output fragment color
16
+ out vec4 finalColor;
17
+
18
+ void main()
19
+ {
20
+ vec4 texel = texture(texture0, fragTexCoord); // Get texel color
21
+ vec2 texelScale = vec2(0.0);
22
+ texelScale.x = outlineSize/textureSize.x;
23
+ texelScale.y = outlineSize/textureSize.y;
24
+
25
+ // We sample four corner texels, but only for the alpha channel (this is for the outline)
26
+ vec4 corners = vec4(0.0);
27
+ corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
28
+ corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
29
+ corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
30
+ corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
31
+
32
+ float outline = min(dot(corners, vec4(1.0)), 1.0);
33
+ vec4 color = mix(vec4(0.0), outlineColor, outline);
34
+ finalColor = mix(color, texel, texel.a);
35
+ }
@@ -0,0 +1,26 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec2 fragTexCoord;
5
+ in vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // Output fragment color
12
+ out vec4 finalColor;
13
+
14
+ // NOTE: Add here your custom variables
15
+
16
+ void main()
17
+ {
18
+ // To show overdraw, we just render all the fragments
19
+ // with a solid color and some transparency
20
+
21
+ // NOTE: This is not a postpro render,
22
+ // it will only render all screen texture in a plain color
23
+
24
+ finalColor = vec4(1.0, 0.0, 0.0, 0.2);
25
+ }
26
+
@@ -0,0 +1,30 @@
1
+ #version 330
2
+
3
+ const int colors = 8;
4
+
5
+ // Input fragment attributes (from fragment shader)
6
+ in vec2 fragTexCoord;
7
+ in vec4 fragColor;
8
+
9
+ // Input uniform values
10
+ uniform sampler2D texture0;
11
+ uniform ivec3 palette[colors];
12
+
13
+ // Output fragment color
14
+ out vec4 finalColor;
15
+
16
+ void main()
17
+ {
18
+ // Texel color fetching from texture sampler
19
+ vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
20
+
21
+ // Convert the (normalized) texel color RED component (GB would work, too)
22
+ // to the palette index by scaling up from [0, 1] to [0, 255].
23
+ int index = int(texelColor.r*255.0);
24
+ ivec3 color = palette[index];
25
+
26
+ // Calculate final fragment color. Note that the palette color components
27
+ // are defined in the range [0, 255] and need to be normalized to [0, 1]
28
+ // for OpenGL to work.
29
+ finalColor = vec4(color/255.0, texelColor.a);
30
+ }
@@ -0,0 +1,33 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec2 fragTexCoord;
5
+ in vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // Output fragment color
12
+ out vec4 finalColor;
13
+
14
+ // NOTE: Add here your custom variables
15
+
16
+ // NOTE: Render size values must be passed from code
17
+ const float renderWidth = 800;
18
+ const float renderHeight = 450;
19
+
20
+ uniform float pixelWidth = 5.0;
21
+ uniform float pixelHeight = 5.0;
22
+
23
+ void main()
24
+ {
25
+ float dx = pixelWidth*(1.0/renderWidth);
26
+ float dy = pixelHeight*(1.0/renderHeight);
27
+
28
+ vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
29
+
30
+ vec3 tc = texture(texture0, coord).rgb;
31
+
32
+ finalColor = vec4(tc, 1.0);
33
+ }
@@ -0,0 +1,31 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec2 fragTexCoord;
5
+ in vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // Output fragment color
12
+ out vec4 finalColor;
13
+
14
+ // NOTE: Add here your custom variables
15
+
16
+ float gamma = 0.6;
17
+ float numColors = 8.0;
18
+
19
+ void main()
20
+ {
21
+ // Texel color fetching from texture sampler
22
+ vec3 texelColor = texture(texture0, fragTexCoord.xy).rgb;
23
+
24
+ texelColor = pow(texelColor, vec3(gamma, gamma, gamma));
25
+ texelColor = texelColor*numColors;
26
+ texelColor = floor(texelColor);
27
+ texelColor = texelColor/numColors;
28
+ texelColor = pow(texelColor, vec3(1.0/gamma));
29
+
30
+ finalColor = vec4(texelColor, 1.0);
31
+ }
@@ -0,0 +1,32 @@
1
+ #version 330
2
+
3
+ // Input vertex attributes (from vertex shader)
4
+ in vec2 fragTexCoord;
5
+ in vec4 fragColor;
6
+
7
+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // Output fragment color
12
+ out vec4 finalColor;
13
+
14
+ // NOTE: Add here your custom variables
15
+
16
+ void main()
17
+ {
18
+ // Texel color fetching from texture sampler
19
+ vec3 texelColor = texture(texture0, fragTexCoord).rgb;
20
+ vec3 colors[3];
21
+ colors[0] = vec3(0.0, 0.0, 1.0);
22
+ colors[1] = vec3(1.0, 1.0, 0.0);
23
+ colors[2] = vec3(1.0, 0.0, 0.0);
24
+
25
+ float lum = (texelColor.r + texelColor.g + texelColor.b)/3.0;
26
+
27
+ int ix = (lum < 0.5)? 0:1;
28
+
29
+ vec3 tc = mix(colors[ix], colors[ix + 1], (lum - float(ix)*0.5)/0.5);
30
+
31
+ finalColor = vec4(tc, 1.0);
32
+ }