koffi 0.9.5 → 0.9.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE.txt +661 -0
- package/README.md +74 -9
- package/package.json +27 -7
- package/src/call.hh +2 -1
- package/src/call_arm32.cc +525 -0
- package/src/call_arm32_fwd.S +108 -0
- package/src/call_arm64.cc +90 -63
- package/src/call_arm64_fwd.S +24 -29
- package/src/call_x64_sysv.cc +61 -48
- package/src/call_x64_win.cc +69 -43
- package/src/call_x86.cc +83 -62
- package/src/ffi.cc +166 -37
- package/src/ffi.hh +43 -12
- package/src/util.cc +72 -32
- package/src/util.hh +127 -18
- package/test/files/node32.cmd +6 -0
- package/test/files/node64.cmd +6 -0
- package/test/registry/machines.json +185 -0
- package/test/registry/sha256sum.txt +24 -0
- package/test/test.js +625 -0
- package/test/tests/misc.c +40 -0
- package/test/tests/misc.js +54 -0
- package/test/tests/raylib.js +167 -0
- package/vendor/dragonbox/include/dragonbox/dragonbox.h +6 -2
- package/vendor/dragonbox/other_files/Dragonbox.pdf +0 -0
- package/vendor/libcc/libcc.cc +36 -18
- package/vendor/libcc/libcc.hh +23 -1
- package/vendor/raylib/BINDINGS.md +123 -0
- package/vendor/raylib/CHANGELOG +1495 -0
- package/vendor/raylib/CMakeLists.txt +33 -0
- package/vendor/raylib/CMakeOptions.txt +87 -0
- package/vendor/raylib/CONTRIBUTING.md +76 -0
- package/vendor/raylib/CONTRIBUTORS.md +63 -0
- package/vendor/raylib/CONVENTIONS.md +95 -0
- package/vendor/raylib/HISTORY.md +364 -0
- package/vendor/raylib/LICENSE +16 -0
- package/vendor/raylib/README.md +141 -0
- package/vendor/raylib/ROADMAP.md +76 -0
- package/vendor/raylib/SPONSORS.md +68 -0
- package/vendor/raylib/cmake/AddIfFlagCompiles.cmake +12 -0
- package/vendor/raylib/cmake/BuildOptions.cmake +18 -0
- package/vendor/raylib/cmake/CompileDefinitions.cmake +110 -0
- package/vendor/raylib/cmake/CompilerFlags.cmake +79 -0
- package/vendor/raylib/cmake/EnumOption.cmake +9 -0
- package/vendor/raylib/cmake/GlfwImport.cmake +34 -0
- package/vendor/raylib/cmake/InstallConfigurations.cmake +29 -0
- package/vendor/raylib/cmake/JoinPaths.cmake +26 -0
- package/vendor/raylib/cmake/LibraryConfigurations.cmake +108 -0
- package/vendor/raylib/cmake/LibraryPathToLinkerFlags.cmake +24 -0
- package/vendor/raylib/cmake/PackConfigurations.cmake +13 -0
- package/vendor/raylib/cmake/PopulateConfigVariablesLocally.cmake +11 -0
- package/vendor/raylib/cmake/raylib-config-version.cmake +21 -0
- package/vendor/raylib/cmake/raylib-config.cmake +76 -0
- package/vendor/raylib/examples/CMakeLists.txt +139 -0
- package/vendor/raylib/examples/Makefile +565 -0
- package/vendor/raylib/examples/Makefile.Android +405 -0
- package/vendor/raylib/examples/Makefile.Web +1053 -0
- package/vendor/raylib/examples/README.md +203 -0
- package/vendor/raylib/examples/audio/audio_module_playing.c +146 -0
- package/vendor/raylib/examples/audio/audio_module_playing.png +0 -0
- package/vendor/raylib/examples/audio/audio_multichannel_sound.c +73 -0
- package/vendor/raylib/examples/audio/audio_multichannel_sound.png +0 -0
- package/vendor/raylib/examples/audio/audio_music_stream.c +93 -0
- package/vendor/raylib/examples/audio/audio_music_stream.png +0 -0
- package/vendor/raylib/examples/audio/audio_raw_stream.c +167 -0
- package/vendor/raylib/examples/audio/audio_raw_stream.png +0 -0
- package/vendor/raylib/examples/audio/audio_sound_loading.c +64 -0
- package/vendor/raylib/examples/audio/audio_sound_loading.png +0 -0
- package/vendor/raylib/examples/audio/resources/LICENSE.md +10 -0
- package/vendor/raylib/examples/audio/resources/coin.wav +0 -0
- package/vendor/raylib/examples/audio/resources/country.mp3 +0 -0
- package/vendor/raylib/examples/audio/resources/mini1111.xm +0 -0
- package/vendor/raylib/examples/audio/resources/sound.wav +0 -0
- package/vendor/raylib/examples/audio/resources/spring.wav +0 -0
- package/vendor/raylib/examples/audio/resources/target.flac +0 -0
- package/vendor/raylib/examples/audio/resources/target.ogg +0 -0
- package/vendor/raylib/examples/audio/resources/weird.wav +0 -0
- package/vendor/raylib/examples/build.zig +86 -0
- package/vendor/raylib/examples/core/core_2d_camera.c +132 -0
- package/vendor/raylib/examples/core/core_2d_camera.png +0 -0
- package/vendor/raylib/examples/core/core_2d_camera_platformer.c +293 -0
- package/vendor/raylib/examples/core/core_2d_camera_platformer.png +0 -0
- package/vendor/raylib/examples/core/core_2d_camera_smooth_pixelperfect.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_first_person.c +97 -0
- package/vendor/raylib/examples/core/core_3d_camera_first_person.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_free.c +83 -0
- package/vendor/raylib/examples/core/core_3d_camera_free.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_mode.c +73 -0
- package/vendor/raylib/examples/core/core_3d_camera_mode.png +0 -0
- package/vendor/raylib/examples/core/core_3d_picking.c +107 -0
- package/vendor/raylib/examples/core/core_3d_picking.png +0 -0
- package/vendor/raylib/examples/core/core_basic_screen_manager.c +150 -0
- package/vendor/raylib/examples/core/core_basic_screen_manager.png +0 -0
- package/vendor/raylib/examples/core/core_basic_window.c +62 -0
- package/vendor/raylib/examples/core/core_basic_window.png +0 -0
- package/vendor/raylib/examples/core/core_basic_window_web.c +85 -0
- package/vendor/raylib/examples/core/core_custom_frame_control.c +125 -0
- package/vendor/raylib/examples/core/core_custom_frame_control.png +0 -0
- package/vendor/raylib/examples/core/core_custom_logging.c +84 -0
- package/vendor/raylib/examples/core/core_custom_logging.png +0 -0
- package/vendor/raylib/examples/core/core_drop_files.c +76 -0
- package/vendor/raylib/examples/core/core_drop_files.png +0 -0
- package/vendor/raylib/examples/core/core_input_gamepad.c +195 -0
- package/vendor/raylib/examples/core/core_input_gamepad.png +0 -0
- package/vendor/raylib/examples/core/core_input_gestures.c +115 -0
- package/vendor/raylib/examples/core/core_input_gestures.png +0 -0
- package/vendor/raylib/examples/core/core_input_keys.c +59 -0
- package/vendor/raylib/examples/core/core_input_keys.png +0 -0
- package/vendor/raylib/examples/core/core_input_mouse.c +65 -0
- package/vendor/raylib/examples/core/core_input_mouse.png +0 -0
- package/vendor/raylib/examples/core/core_input_mouse_wheel.c +58 -0
- package/vendor/raylib/examples/core/core_input_mouse_wheel.png +0 -0
- package/vendor/raylib/examples/core/core_input_multitouch.c +70 -0
- package/vendor/raylib/examples/core/core_input_multitouch.png +0 -0
- package/vendor/raylib/examples/core/core_loading_thread.c +147 -0
- package/vendor/raylib/examples/core/core_loading_thread.png +0 -0
- package/vendor/raylib/examples/core/core_quat_conversion.c +132 -0
- package/vendor/raylib/examples/core/core_quat_conversion.png +0 -0
- package/vendor/raylib/examples/core/core_random_values.c +67 -0
- package/vendor/raylib/examples/core/core_random_values.png +0 -0
- package/vendor/raylib/examples/core/core_scissor_test.c +71 -0
- package/vendor/raylib/examples/core/core_scissor_test.png +0 -0
- package/vendor/raylib/examples/core/core_smooth_pixelperfect.c +117 -0
- package/vendor/raylib/examples/core/core_smooth_pixelperfect.png +0 -0
- package/vendor/raylib/examples/core/core_split_screen.c +155 -0
- package/vendor/raylib/examples/core/core_split_screen.png +0 -0
- package/vendor/raylib/examples/core/core_storage_values.c +87 -0
- package/vendor/raylib/examples/core/core_storage_values.png +0 -0
- package/vendor/raylib/examples/core/core_vr_simulator.c +143 -0
- package/vendor/raylib/examples/core/core_vr_simulator.png +0 -0
- package/vendor/raylib/examples/core/core_window_flags.c +191 -0
- package/vendor/raylib/examples/core/core_window_flags.png +0 -0
- package/vendor/raylib/examples/core/core_window_letterbox.c +112 -0
- package/vendor/raylib/examples/core/core_window_letterbox.png +0 -0
- package/vendor/raylib/examples/core/core_world_screen.c +78 -0
- package/vendor/raylib/examples/core/core_world_screen.png +0 -0
- package/vendor/raylib/examples/core/resources/LICENSE.md +4 -0
- package/vendor/raylib/examples/core/resources/distortion100.fs +52 -0
- package/vendor/raylib/examples/core/resources/distortion330.fs +53 -0
- package/vendor/raylib/examples/core/resources/ps3.png +0 -0
- package/vendor/raylib/examples/core/resources/xbox.png +0 -0
- package/vendor/raylib/examples/examples_template.c +100 -0
- package/vendor/raylib/examples/models/models_animation.c +114 -0
- package/vendor/raylib/examples/models/models_animation.png +0 -0
- package/vendor/raylib/examples/models/models_billboard.c +75 -0
- package/vendor/raylib/examples/models/models_billboard.png +0 -0
- package/vendor/raylib/examples/models/models_box_collisions.c +121 -0
- package/vendor/raylib/examples/models/models_box_collisions.png +0 -0
- package/vendor/raylib/examples/models/models_cubicmap.c +87 -0
- package/vendor/raylib/examples/models/models_cubicmap.png +0 -0
- package/vendor/raylib/examples/models/models_first_person_maze.c +122 -0
- package/vendor/raylib/examples/models/models_first_person_maze.png +0 -0
- package/vendor/raylib/examples/models/models_geometric_shapes.c +80 -0
- package/vendor/raylib/examples/models/models_geometric_shapes.png +0 -0
- package/vendor/raylib/examples/models/models_heightmap.c +82 -0
- package/vendor/raylib/examples/models/models_heightmap.png +0 -0
- package/vendor/raylib/examples/models/models_loading.c +146 -0
- package/vendor/raylib/examples/models/models_loading.png +0 -0
- package/vendor/raylib/examples/models/models_loading_gltf.c +105 -0
- package/vendor/raylib/examples/models/models_loading_gltf.png +0 -0
- package/vendor/raylib/examples/models/models_loading_vox.c +130 -0
- package/vendor/raylib/examples/models/models_loading_vox.png +0 -0
- package/vendor/raylib/examples/models/models_mesh_generation.c +179 -0
- package/vendor/raylib/examples/models/models_mesh_generation.png +0 -0
- package/vendor/raylib/examples/models/models_mesh_picking.c +223 -0
- package/vendor/raylib/examples/models/models_mesh_picking.png +0 -0
- package/vendor/raylib/examples/models/models_orthographic_projection.c +99 -0
- package/vendor/raylib/examples/models/models_orthographic_projection.png +0 -0
- package/vendor/raylib/examples/models/models_rlgl_solar_system.c +172 -0
- package/vendor/raylib/examples/models/models_rlgl_solar_system.png +0 -0
- package/vendor/raylib/examples/models/models_skybox.c +262 -0
- package/vendor/raylib/examples/models/models_skybox.png +0 -0
- package/vendor/raylib/examples/models/models_waving_cubes.c +112 -0
- package/vendor/raylib/examples/models/models_waving_cubes.png +0 -0
- package/vendor/raylib/examples/models/models_yaw_pitch_roll.c +117 -0
- package/vendor/raylib/examples/models/models_yaw_pitch_roll.png +0 -0
- package/vendor/raylib/examples/models/resources/LICENSE.md +23 -0
- package/vendor/raylib/examples/models/resources/billboard.png +0 -0
- package/vendor/raylib/examples/models/resources/cubicmap.png +0 -0
- package/vendor/raylib/examples/models/resources/cubicmap_atlas.png +0 -0
- package/vendor/raylib/examples/models/resources/dresden_square_1k.hdr +0 -0
- package/vendor/raylib/examples/models/resources/dresden_square_2k.hdr +0 -0
- package/vendor/raylib/examples/models/resources/heightmap.png +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/AnimatedMorphCube.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/AnimatedTriangle.gltf +118 -0
- package/vendor/raylib/examples/models/resources/models/gltf/BoxAnimated.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/LICENSE +23 -0
- package/vendor/raylib/examples/models/resources/models/gltf/girl.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/raylib_32x32.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/rigged_figure.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/vertex_colored_object.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guy.blend +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guy.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guyanim.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guytex.png +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/vertex_colored_object.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/bridge.obj +1725 -0
- package/vendor/raylib/examples/models/resources/models/obj/bridge_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/castle.obj +12919 -0
- package/vendor/raylib/examples/models/resources/models/obj/castle_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/cube.obj +68 -0
- package/vendor/raylib/examples/models/resources/models/obj/cube_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/house.obj +4564 -0
- package/vendor/raylib/examples/models/resources/models/obj/house_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/market.obj +7301 -0
- package/vendor/raylib/examples/models/resources/models/obj/market_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/plane.obj +10858 -0
- package/vendor/raylib/examples/models/resources/models/obj/plane_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/turret.obj +1888 -0
- package/vendor/raylib/examples/models/resources/models/obj/turret_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/well.obj +1030 -0
- package/vendor/raylib/examples/models/resources/models/obj/well_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/LICENSE +9 -0
- package/vendor/raylib/examples/models/resources/models/vox/chr_knight.vox +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/chr_sword.vox +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/monu9.vox +0 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.fs +29 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.vs +20 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.fs +31 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.vs +24 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.fs +30 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.vs +20 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/skybox.fs +30 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/skybox.vs +24 -0
- package/vendor/raylib/examples/models/resources/skybox.png +0 -0
- package/vendor/raylib/examples/models/rlights.h +183 -0
- package/vendor/raylib/examples/others/easings.h +263 -0
- package/vendor/raylib/examples/others/easings_testbed.c +227 -0
- package/vendor/raylib/examples/others/embedded_files_loading.c +103 -0
- package/vendor/raylib/examples/others/external/include/GLFW/glfw3.h +5538 -0
- package/vendor/raylib/examples/others/external/include/GLFW/glfw3native.h +572 -0
- package/vendor/raylib/examples/others/external/include/glad.h +5466 -0
- package/vendor/raylib/examples/others/external/lib/libglfw3.a +0 -0
- package/vendor/raylib/examples/others/raudio_standalone.c +152 -0
- package/vendor/raylib/examples/others/raylib_opengl_interop.c +152 -0
- package/vendor/raylib/examples/others/raylib_opengl_interop.png +0 -0
- package/vendor/raylib/examples/others/resources/audio/country.mp3 +0 -0
- package/vendor/raylib/examples/others/resources/audio/target.ogg +0 -0
- package/vendor/raylib/examples/others/resources/audio/weird.wav +0 -0
- package/vendor/raylib/examples/others/resources/audio_data.h +4893 -0
- package/vendor/raylib/examples/others/resources/image_data.h +9848 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl100/point_particle.fs +16 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl100/point_particle.vs +24 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl330/point_particle.fs +17 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl330/point_particle.vs +24 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl430/gol.glsl +41 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl +29 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl +51 -0
- package/vendor/raylib/examples/others/rlgl_compute_shader.c +173 -0
- package/vendor/raylib/examples/others/rlgl_standalone.c +469 -0
- package/vendor/raylib/examples/physics/physics_demo.c +128 -0
- package/vendor/raylib/examples/physics/physics_demo.png +0 -0
- package/vendor/raylib/examples/physics/physics_friction.c +142 -0
- package/vendor/raylib/examples/physics/physics_friction.png +0 -0
- package/vendor/raylib/examples/physics/physics_movement.c +128 -0
- package/vendor/raylib/examples/physics/physics_movement.png +0 -0
- package/vendor/raylib/examples/physics/physics_restitution.c +129 -0
- package/vendor/raylib/examples/physics/physics_restitution.png +0 -0
- package/vendor/raylib/examples/physics/physics_shatter.c +111 -0
- package/vendor/raylib/examples/physics/physics_shatter.png +0 -0
- package/vendor/raylib/examples/raylib_compile_execute.bat +32 -0
- package/vendor/raylib/examples/raylib_makefile_example.bat +27 -0
- package/vendor/raylib/examples/shaders/resources/LICENSE.md +11 -0
- package/vendor/raylib/examples/shaders/resources/fudesumi.png +0 -0
- package/vendor/raylib/examples/shaders/resources/mask.png +0 -0
- package/vendor/raylib/examples/shaders/resources/models/barracks.obj +22251 -0
- package/vendor/raylib/examples/shaders/resources/models/barracks_diffuse.png +0 -0
- package/vendor/raylib/examples/shaders/resources/models/church.obj +5116 -0
- package/vendor/raylib/examples/shaders/resources/models/church_diffuse.png +0 -0
- package/vendor/raylib/examples/shaders/resources/models/watermill.obj +5316 -0
- package/vendor/raylib/examples/shaders/resources/models/watermill_diffuse.png +0 -0
- package/vendor/raylib/examples/shaders/resources/plasma.png +0 -0
- package/vendor/raylib/examples/shaders/resources/raysan.png +0 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base.fs +23 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base.vs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base_lighting.vs +59 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs +36 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/bloom.fs +39 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/blur.fs +34 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/color_mix.fs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/cross_hatching.fs +47 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/cross_stitching.fs +57 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/cubes_panning.fs +60 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/depth.fs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/distortion.fs +54 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/dream_vision.fs +37 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/eratosthenes.fs +60 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/fisheye.fs +43 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/fog.fs +94 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/grayscale.fs +25 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs +83 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs +81 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/mask.fs +24 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/outline.fs +34 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/palette_switch.fs +41 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/pixelizer.fs +32 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/posterization.fs +29 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/predator.fs +31 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/raymarching.fs +431 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/reload.fs +39 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/scanlines.fs +44 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/sobel.fs +40 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/spotlight.fs +77 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs +46 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/wave.fs +36 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/base.fs +22 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/base.vs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/base_lighting.vs +59 -0
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- package/vendor/raylib/src/utils.c +433 -0
- package/vendor/raylib/src/utils.h +81 -0
- package/vendor/sqlite3/shell.c +23487 -0
- package/vendor/sqlite3/sqlite3.c +239246 -0
- package/vendor/sqlite3/sqlite3.h +12802 -0
- package/vendor/sqlite3/sqlite3ext.h +689 -0
- package/CMakeLists.txt +0 -60
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#version 120
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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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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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float offset = 0.0;
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float frequency = 450.0/3.0;
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uniform float time;
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void main()
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{
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/*
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// Scanlines method 1
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float tval = 0; //time
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vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
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vec4 color = texture2D(texture0, fragTexCoord);
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color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
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color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
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color *= vec4(0.8, 1.0, 0.7, 1);
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color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
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color *= 0.97 + 0.03*sin(110.0*tval);
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fragColor = color;
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*/
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// Scanlines method 2
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float globalPos = (fragTexCoord.y + offset) * frequency;
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float wavePos = cos((fract(globalPos) - 0.5)*3.14);
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vec4 color = texture2D(texture0, fragTexCoord);
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gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
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}
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#version 120
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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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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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vec2 resolution = vec2(800.0, 450.0);
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void main()
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{
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float x = 1.0/resolution.x;
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float y = 1.0/resolution.y;
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vec4 horizEdge = vec4(0.0);
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
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horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
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horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec4 vertEdge = vec4(0.0);
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
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vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
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vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
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vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
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gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
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}
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#version 120
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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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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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// NOTE: Render size values should be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float radius = 250.0;
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float angle = 0.8;
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uniform vec2 center;
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void main()
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{
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vec2 texSize = vec2(renderWidth, renderHeight);
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vec2 tc = fragTexCoord*texSize;
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tc -= center;
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float dist = length(tc);
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if (dist < radius)
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{
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float percent = (radius - dist)/radius;
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float theta = percent*percent*angle*8.0;
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float s = sin(theta);
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float c = cos(theta);
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tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
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}
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tc += center;
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vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
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gl_FragColor = vec4(color.rgb, 1.0);;
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}
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// NOTE: Implement here your fragment shader code
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finalColor = texelColor*colDiffuse;
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec4 fragColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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in mat4 instanceTransform;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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void main()
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{
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// Compute MVP for current instance
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mat4 mvpi = mvp*instanceTransform;
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// Send vertex attributes to fragment shader
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fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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// Calculate final vertex position
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gl_Position = mvpi*vec4(vertexPosition, 1.0);
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}
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const vec2 size = vec2(800, 450); // Framebuffer size
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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
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const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
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void main()
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{
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vec4 sum = vec4(0);
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vec2 sizeFactor = vec2(1)/size*quality;
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// Texel color fetching from texture sampler
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vec4 source = texture(texture0, fragTexCoord);
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const int range = 2; // should be = (samples - 1)/2;
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for (int x = -range; x <= range; x++)
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{
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for (int y = -range; y <= range; y++)
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{
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sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
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}
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}
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// Calculate final fragment color
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finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
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}
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@@ -0,0 +1,35 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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16
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// NOTE: Render size values must be passed from code
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const float renderWidth = 800;
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const float renderHeight = 450;
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float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
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float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);
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void main()
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{
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// Texel color fetching from texture sampler
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vec3 texelColor = texture(texture0, fragTexCoord).rgb*weight[0];
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for (int i = 1; i < 3; i++)
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{
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texelColor += texture(texture0, fragTexCoord + vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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texelColor += texture(texture0, fragTexCoord - vec2(offset[i])/renderWidth, 0.0).rgb*weight[i];
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}
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finalColor = vec4(texelColor, 1.0);
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}
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@@ -0,0 +1,27 @@
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#version 330
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2
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3
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// Input vertex attributes (from vertex shader)
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4
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in vec3 vertexPos;
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5
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in vec2 fragTexCoord;
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6
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in vec4 fragColor;
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7
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8
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// Input uniform values
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9
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform vec4 colDiffuse;
|
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12
|
+
|
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13
|
+
uniform float divider = 0.5;
|
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14
|
+
|
|
15
|
+
out vec4 finalColor;
|
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16
|
+
|
|
17
|
+
void main()
|
|
18
|
+
{
|
|
19
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+
// Texel color fetching from texture sampler
|
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20
|
+
vec4 texelColor0 = texture(texture0, fragTexCoord);
|
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21
|
+
vec4 texelColor1 = texture(texture1, fragTexCoord);
|
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22
|
+
|
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23
|
+
float x = fract(fragTexCoord.s);
|
|
24
|
+
float final = smoothstep(divider - 0.1, divider + 0.1, x);
|
|
25
|
+
|
|
26
|
+
finalColor = mix(texelColor0, texelColor1, final);
|
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+
}
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@@ -0,0 +1,48 @@
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1
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+
#version 330
|
|
2
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+
|
|
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 hatchOffsetY = 5.0;
|
|
17
|
+
float lumThreshold01 = 0.9;
|
|
18
|
+
float lumThreshold02 = 0.7;
|
|
19
|
+
float lumThreshold03 = 0.5;
|
|
20
|
+
float lumThreshold04 = 0.3;
|
|
21
|
+
|
|
22
|
+
void main()
|
|
23
|
+
{
|
|
24
|
+
vec3 tc = vec3(1.0, 1.0, 1.0);
|
|
25
|
+
float lum = length(texture(texture0, fragTexCoord).rgb);
|
|
26
|
+
|
|
27
|
+
if (lum < lumThreshold01)
|
|
28
|
+
{
|
|
29
|
+
if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
if (lum < lumThreshold02)
|
|
33
|
+
{
|
|
34
|
+
if (mod(gl_FragCoord.x - gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
35
|
+
}
|
|
36
|
+
|
|
37
|
+
if (lum < lumThreshold03)
|
|
38
|
+
{
|
|
39
|
+
if (mod(gl_FragCoord.x + gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
if (lum < lumThreshold04)
|
|
43
|
+
{
|
|
44
|
+
if (mod(gl_FragCoord.x - gl_FragCoord.y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
finalColor = vec4(tc, 1.0);
|
|
48
|
+
}
|
|
@@ -0,0 +1,59 @@
|
|
|
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 = 800.0;
|
|
18
|
+
const float renderHeight = 450.0;
|
|
19
|
+
|
|
20
|
+
float stitchingSize = 6.0;
|
|
21
|
+
|
|
22
|
+
uniform int invert = 0;
|
|
23
|
+
|
|
24
|
+
vec4 PostFX(sampler2D tex, vec2 uv)
|
|
25
|
+
{
|
|
26
|
+
vec4 c = vec4(0.0);
|
|
27
|
+
float size = stitchingSize;
|
|
28
|
+
vec2 cPos = uv * vec2(renderWidth, renderHeight);
|
|
29
|
+
vec2 tlPos = floor(cPos / vec2(size, size));
|
|
30
|
+
tlPos *= size;
|
|
31
|
+
|
|
32
|
+
int remX = int(mod(cPos.x, size));
|
|
33
|
+
int remY = int(mod(cPos.y, size));
|
|
34
|
+
|
|
35
|
+
if (remX == 0 && remY == 0) tlPos = cPos;
|
|
36
|
+
|
|
37
|
+
vec2 blPos = tlPos;
|
|
38
|
+
blPos.y += (size - 1.0);
|
|
39
|
+
|
|
40
|
+
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
|
|
41
|
+
{
|
|
42
|
+
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
|
|
43
|
+
else c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
|
44
|
+
}
|
|
45
|
+
else
|
|
46
|
+
{
|
|
47
|
+
if (invert == 1) c = texture(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
|
48
|
+
else c = vec4(0.0, 0.0, 0.0, 1.0);
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
return c;
|
|
52
|
+
}
|
|
53
|
+
|
|
54
|
+
void main()
|
|
55
|
+
{
|
|
56
|
+
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
|
|
57
|
+
|
|
58
|
+
finalColor = vec4(tc, 1.0);
|
|
59
|
+
}
|
|
@@ -0,0 +1,61 @@
|
|
|
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
|
+
// Custom variables
|
|
11
|
+
#define PI 3.14159265358979323846
|
|
12
|
+
uniform float uTime = 0.0;
|
|
13
|
+
|
|
14
|
+
float divisions = 5.0;
|
|
15
|
+
float angle = 0.0;
|
|
16
|
+
|
|
17
|
+
vec2 VectorRotateTime(vec2 v, float speed)
|
|
18
|
+
{
|
|
19
|
+
float time = uTime*speed;
|
|
20
|
+
float localTime = fract(time); // The time domain this works on is 1 sec.
|
|
21
|
+
|
|
22
|
+
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
|
|
23
|
+
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4*sin(2*PI*localTime - PI/2);
|
|
24
|
+
else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
|
|
25
|
+
else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4*sin(2*PI*localTime);
|
|
26
|
+
|
|
27
|
+
// Rotate vector by angle
|
|
28
|
+
v -= 0.5;
|
|
29
|
+
v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
|
|
30
|
+
v += 0.5;
|
|
31
|
+
|
|
32
|
+
return v;
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
float Rectangle(in vec2 st, in float size, in float fill)
|
|
36
|
+
{
|
|
37
|
+
float roundSize = 0.5 - size/2.0;
|
|
38
|
+
float left = step(roundSize, st.x);
|
|
39
|
+
float top = step(roundSize, st.y);
|
|
40
|
+
float bottom = step(roundSize, 1.0 - st.y);
|
|
41
|
+
float right = step(roundSize, 1.0 - st.x);
|
|
42
|
+
|
|
43
|
+
return (left*bottom*right*top)*fill;
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
void main()
|
|
47
|
+
{
|
|
48
|
+
vec2 fragPos = fragTexCoord;
|
|
49
|
+
fragPos.xy += uTime/9.0;
|
|
50
|
+
|
|
51
|
+
fragPos *= divisions;
|
|
52
|
+
vec2 ipos = floor(fragPos); // Get the integer coords
|
|
53
|
+
vec2 fpos = fract(fragPos); // Get the fractional coords
|
|
54
|
+
|
|
55
|
+
fpos = VectorRotateTime(fpos, 0.2);
|
|
56
|
+
|
|
57
|
+
float alpha = Rectangle(fpos, 0.216, 1.0);
|
|
58
|
+
vec3 color = vec3(0.3, 0.3, 0.3);
|
|
59
|
+
|
|
60
|
+
finalColor = vec4(color, alpha);
|
|
61
|
+
}
|
|
@@ -0,0 +1,27 @@
|
|
|
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; // Depth texture
|
|
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
|
+
float zNear = 0.01; // camera z near
|
|
19
|
+
float zFar = 10.0; // camera z far
|
|
20
|
+
float z = texture(texture0, fragTexCoord).x;
|
|
21
|
+
|
|
22
|
+
// Linearize depth value
|
|
23
|
+
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
|
24
|
+
|
|
25
|
+
// Calculate final fragment color
|
|
26
|
+
finalColor = vec4(depth, depth, depth, 1.0f);
|
|
27
|
+
}
|
|
@@ -0,0 +1,56 @@
|
|
|
1
|
+
#version 330
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
in vec2 fragTexCoord;
|
|
5
|
+
|
|
6
|
+
// Input uniform values
|
|
7
|
+
uniform sampler2D texture0;
|
|
8
|
+
|
|
9
|
+
// Output fragment color
|
|
10
|
+
out vec4 finalColor;
|
|
11
|
+
|
|
12
|
+
// NOTE: Default parameters for Oculus Rift DK2 device
|
|
13
|
+
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
|
14
|
+
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
|
15
|
+
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
|
16
|
+
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
|
17
|
+
const vec2 Scale = vec2(0.25, 0.45);
|
|
18
|
+
const vec2 ScaleIn = vec2(4.0, 2.5);
|
|
19
|
+
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
|
20
|
+
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
|
21
|
+
|
|
22
|
+
void main()
|
|
23
|
+
{
|
|
24
|
+
// The following two variables need to be set per eye
|
|
25
|
+
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
|
26
|
+
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
|
27
|
+
|
|
28
|
+
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
|
29
|
+
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
|
30
|
+
float rSq = theta.x*theta.x + theta.y*theta.y;
|
|
31
|
+
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
|
32
|
+
//vec2 tc = LensCenter + Scale*theta1;
|
|
33
|
+
|
|
34
|
+
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
|
35
|
+
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
|
36
|
+
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
|
37
|
+
|
|
38
|
+
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
|
39
|
+
else
|
|
40
|
+
{
|
|
41
|
+
// Do blue texture lookup
|
|
42
|
+
float blue = texture(texture0, tcBlue).b;
|
|
43
|
+
|
|
44
|
+
// Do green lookup (no scaling)
|
|
45
|
+
vec2 tcGreen = LensCenter + Scale*theta1;
|
|
46
|
+
float green = texture(texture0, tcGreen).g;
|
|
47
|
+
|
|
48
|
+
// Do red scale and lookup
|
|
49
|
+
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
|
50
|
+
vec2 tcRed = LensCenter + Scale*thetaRed;
|
|
51
|
+
float red = texture(texture0, tcRed).r;
|
|
52
|
+
|
|
53
|
+
finalColor = vec4(red, green, blue, 1.0);
|
|
54
|
+
}
|
|
55
|
+
}
|
|
56
|
+
|
|
@@ -0,0 +1,34 @@
|
|
|
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
|
+
void main()
|
|
13
|
+
{
|
|
14
|
+
vec4 color = texture(texture0, fragTexCoord);
|
|
15
|
+
|
|
16
|
+
color += texture(texture0, fragTexCoord + 0.001);
|
|
17
|
+
color += texture(texture0, fragTexCoord + 0.003);
|
|
18
|
+
color += texture(texture0, fragTexCoord + 0.005);
|
|
19
|
+
color += texture(texture0, fragTexCoord + 0.007);
|
|
20
|
+
color += texture(texture0, fragTexCoord + 0.009);
|
|
21
|
+
color += texture(texture0, fragTexCoord + 0.011);
|
|
22
|
+
|
|
23
|
+
color += texture(texture0, fragTexCoord - 0.001);
|
|
24
|
+
color += texture(texture0, fragTexCoord - 0.003);
|
|
25
|
+
color += texture(texture0, fragTexCoord - 0.005);
|
|
26
|
+
color += texture(texture0, fragTexCoord - 0.007);
|
|
27
|
+
color += texture(texture0, fragTexCoord - 0.009);
|
|
28
|
+
color += texture(texture0, fragTexCoord - 0.011);
|
|
29
|
+
|
|
30
|
+
color.rgb = vec3((color.r + color.g + color.b)/3.0);
|
|
31
|
+
color = color/9.5;
|
|
32
|
+
|
|
33
|
+
fragColor = color;
|
|
34
|
+
}
|