koffi 0.9.6 → 0.9.9
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 +73 -7
- package/build/koffi.node +0 -0
- package/package.json +29 -6
- package/src/call.hh +2 -1
- package/src/call_arm32.cc +69 -58
- package/src/call_arm64.cc +66 -54
- 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 +41 -11
- package/src/util.cc +72 -33
- 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 +191 -0
- package/test/registry/sha256sum.txt +24 -0
- package/test/test.js +633 -0
- package/test/tests/misc.c +40 -0
- package/test/tests/misc.js +54 -0
- package/test/tests/raylib.js +167 -0
- package/test/tests/sqlite.js +101 -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
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/bloom.fs +37 -0
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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; // lower = smaller glow, better quality
|
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+
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19
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void main()
|
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20
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{
|
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vec4 sum = vec4(0);
|
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22
|
+
vec2 sizeFactor = vec2(1)/size*quality;
|
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23
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+
|
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24
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// Texel color fetching from texture sampler
|
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25
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+
vec4 source = texture2D(texture0, fragTexCoord);
|
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+
|
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27
|
+
const int range = 2; // should be = (samples - 1)/2;
|
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+
|
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29
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+
for (int x = -range; x <= range; x++)
|
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{
|
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31
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for (int y = -range; y <= range; y++)
|
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{
|
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sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
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34
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+
}
|
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35
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+
}
|
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36
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+
|
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37
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// Calculate final fragment color
|
|
38
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+
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
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+
}
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@@ -0,0 +1,34 @@
|
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1
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#version 100
|
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2
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3
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precision mediump float;
|
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4
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+
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5
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// Input vertex attributes (from vertex shader)
|
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6
|
+
varying vec2 fragTexCoord;
|
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7
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+
varying vec4 fragColor;
|
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8
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+
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9
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+
// Input uniform values
|
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10
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uniform sampler2D texture0;
|
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11
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uniform vec4 colDiffuse;
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12
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+
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13
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+
// NOTE: Add here your custom variables
|
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14
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+
|
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15
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+
// NOTE: Render size values must be passed from code
|
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const float renderWidth = 800.0;
|
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const float renderHeight = 450.0;
|
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+
|
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+
vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
|
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20
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vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
|
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+
|
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22
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+
void main()
|
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23
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+
{
|
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// Texel color fetching from texture sampler
|
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25
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+
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
|
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26
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+
|
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+
tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
|
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tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
|
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29
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+
|
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30
|
+
tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
|
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31
|
+
tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
|
|
32
|
+
|
|
33
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
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|
+
}
|
|
@@ -0,0 +1,26 @@
|
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1
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+
#version 100
|
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2
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+
|
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3
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precision mediump float;
|
|
4
|
+
|
|
5
|
+
// Input vertex attributes (from vertex shader)
|
|
6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
varying vec4 fragColor;
|
|
8
|
+
|
|
9
|
+
// Input uniform values
|
|
10
|
+
uniform sampler2D texture0;
|
|
11
|
+
uniform sampler2D texture1;
|
|
12
|
+
uniform vec4 colDiffuse;
|
|
13
|
+
|
|
14
|
+
uniform float divider;
|
|
15
|
+
|
|
16
|
+
void main()
|
|
17
|
+
{
|
|
18
|
+
// Texel color fetching from texture sampler
|
|
19
|
+
vec4 texelColor0 = texture2D(texture0, fragTexCoord);
|
|
20
|
+
vec4 texelColor1 = texture2D(texture1, fragTexCoord);
|
|
21
|
+
|
|
22
|
+
float x = fract(fragTexCoord.s);
|
|
23
|
+
float final = smoothstep(divider - 0.1, divider + 0.1, x);
|
|
24
|
+
|
|
25
|
+
gl_FragColor = mix(texelColor0, texelColor1, final);
|
|
26
|
+
}
|
|
@@ -0,0 +1,47 @@
|
|
|
1
|
+
# version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
// Input vertex attributes (from vertex shader)
|
|
6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
varying vec4 fragColor;
|
|
8
|
+
|
|
9
|
+
// Input uniform values
|
|
10
|
+
uniform sampler2D texture0;
|
|
11
|
+
uniform vec4 colDiffuse;
|
|
12
|
+
|
|
13
|
+
// NOTE: Add here your custom variables
|
|
14
|
+
|
|
15
|
+
float hatchOffsetY = 5.0;
|
|
16
|
+
float lumThreshold01 = 0.9;
|
|
17
|
+
float lumThreshold02 = 0.7;
|
|
18
|
+
float lumThreshold03 = 0.5;
|
|
19
|
+
float lumThreshold04 = 0.3;
|
|
20
|
+
|
|
21
|
+
void main()
|
|
22
|
+
{
|
|
23
|
+
vec3 tc = vec3(1.0, 1.0, 1.0);
|
|
24
|
+
float lum = length(texture2D(texture0, fragTexCoord).rgb);
|
|
25
|
+
|
|
26
|
+
if (lum < lumThreshold01)
|
|
27
|
+
{
|
|
28
|
+
if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
29
|
+
}
|
|
30
|
+
|
|
31
|
+
if (lum < lumThreshold02)
|
|
32
|
+
{
|
|
33
|
+
if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
if (lum < lumThreshold03)
|
|
37
|
+
{
|
|
38
|
+
if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
if (lum < lumThreshold04)
|
|
42
|
+
{
|
|
43
|
+
if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
47
|
+
}
|
|
@@ -0,0 +1,57 @@
|
|
|
1
|
+
# version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
// Input vertex attributes (from vertex shader)
|
|
6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
varying vec4 fragColor;
|
|
8
|
+
|
|
9
|
+
// Input uniform values
|
|
10
|
+
uniform sampler2D texture0;
|
|
11
|
+
uniform vec4 colDiffuse;
|
|
12
|
+
|
|
13
|
+
// NOTE: Add here your custom variables
|
|
14
|
+
|
|
15
|
+
// NOTE: Render size values must be passed from code
|
|
16
|
+
const float renderWidth = 800.0;
|
|
17
|
+
const float renderHeight = 450.0;
|
|
18
|
+
|
|
19
|
+
float stitchingSize = 6.0;
|
|
20
|
+
int invert = 0;
|
|
21
|
+
|
|
22
|
+
vec4 PostFX(sampler2D tex, vec2 uv)
|
|
23
|
+
{
|
|
24
|
+
vec4 c = vec4(0.0);
|
|
25
|
+
float size = stitchingSize;
|
|
26
|
+
vec2 cPos = uv * vec2(renderWidth, renderHeight);
|
|
27
|
+
vec2 tlPos = floor(cPos / vec2(size, size));
|
|
28
|
+
tlPos *= size;
|
|
29
|
+
|
|
30
|
+
int remX = int(mod(cPos.x, size));
|
|
31
|
+
int remY = int(mod(cPos.y, size));
|
|
32
|
+
|
|
33
|
+
if (remX == 0 && remY == 0) tlPos = cPos;
|
|
34
|
+
|
|
35
|
+
vec2 blPos = tlPos;
|
|
36
|
+
blPos.y += (size - 1.0);
|
|
37
|
+
|
|
38
|
+
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
|
|
39
|
+
{
|
|
40
|
+
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
|
|
41
|
+
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
|
42
|
+
}
|
|
43
|
+
else
|
|
44
|
+
{
|
|
45
|
+
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
|
46
|
+
else c = vec4(0.0, 0.0, 0.0, 1.0);
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
return c;
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
void main()
|
|
53
|
+
{
|
|
54
|
+
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
|
|
55
|
+
|
|
56
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
57
|
+
}
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
#version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
// Input vertex attributes (from vertex shader)
|
|
6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
varying vec4 fragColor;
|
|
8
|
+
|
|
9
|
+
// Custom variables
|
|
10
|
+
const float PI = 3.14159265358979323846;
|
|
11
|
+
uniform float uTime;
|
|
12
|
+
|
|
13
|
+
float divisions = 5.0;
|
|
14
|
+
float angle = 0.0;
|
|
15
|
+
|
|
16
|
+
vec2 VectorRotateTime(vec2 v, float speed)
|
|
17
|
+
{
|
|
18
|
+
float time = uTime*speed;
|
|
19
|
+
float localTime = fract(time); // The time domain this works on is 1 sec.
|
|
20
|
+
|
|
21
|
+
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
|
|
22
|
+
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
|
|
23
|
+
else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
|
|
24
|
+
else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
|
|
25
|
+
|
|
26
|
+
// Rotate vector by angle
|
|
27
|
+
v -= 0.5;
|
|
28
|
+
v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
|
|
29
|
+
v += 0.5;
|
|
30
|
+
|
|
31
|
+
return v;
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
float Rectangle(in vec2 st, in float size, in float fill)
|
|
35
|
+
{
|
|
36
|
+
float roundSize = 0.5 - size/2.0;
|
|
37
|
+
float left = step(roundSize, st.x);
|
|
38
|
+
float top = step(roundSize, st.y);
|
|
39
|
+
float bottom = step(roundSize, 1.0 - st.y);
|
|
40
|
+
float right = step(roundSize, 1.0 - st.x);
|
|
41
|
+
|
|
42
|
+
return (left*bottom*right*top)*fill;
|
|
43
|
+
}
|
|
44
|
+
|
|
45
|
+
void main()
|
|
46
|
+
{
|
|
47
|
+
vec2 fragPos = fragTexCoord;
|
|
48
|
+
fragPos.xy += uTime/9.0;
|
|
49
|
+
|
|
50
|
+
fragPos *= divisions;
|
|
51
|
+
vec2 ipos = floor(fragPos); // Get the integer coords
|
|
52
|
+
vec2 fpos = fract(fragPos); // Get the fractional coords
|
|
53
|
+
|
|
54
|
+
fpos = VectorRotateTime(fpos, 0.2);
|
|
55
|
+
|
|
56
|
+
float alpha = Rectangle(fpos, 0.216, 1.0);
|
|
57
|
+
vec3 color = vec3(0.3, 0.3, 0.3);
|
|
58
|
+
|
|
59
|
+
gl_FragColor = vec4(color, alpha);
|
|
60
|
+
}
|
|
@@ -0,0 +1,26 @@
|
|
|
1
|
+
#version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
// Input vertex attributes (from vertex shader)
|
|
6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
varying vec4 fragColor;
|
|
8
|
+
|
|
9
|
+
// Input uniform values
|
|
10
|
+
uniform sampler2D texture0; // Depth texture
|
|
11
|
+
uniform vec4 colDiffuse;
|
|
12
|
+
|
|
13
|
+
// NOTE: Add here your custom variables
|
|
14
|
+
|
|
15
|
+
void main()
|
|
16
|
+
{
|
|
17
|
+
float zNear = 0.01; // camera z near
|
|
18
|
+
float zFar = 10.0; // camera z far
|
|
19
|
+
float z = texture2D(texture0, fragTexCoord).x;
|
|
20
|
+
|
|
21
|
+
// Linearize depth value
|
|
22
|
+
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
|
23
|
+
|
|
24
|
+
// Calculate final fragment color
|
|
25
|
+
gl_FragColor = vec4(depth, depth, depth, 1.0f);
|
|
26
|
+
}
|
|
@@ -0,0 +1,54 @@
|
|
|
1
|
+
#version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
// Input vertex attributes (from vertex shader)
|
|
6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
|
|
8
|
+
// Input uniform values
|
|
9
|
+
uniform sampler2D texture0;
|
|
10
|
+
|
|
11
|
+
// NOTE: Default parameters for Oculus Rift DK2 device
|
|
12
|
+
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
|
13
|
+
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
|
14
|
+
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
|
15
|
+
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
|
16
|
+
const vec2 Scale = vec2(0.25, 0.45);
|
|
17
|
+
const vec2 ScaleIn = vec2(4.0, 2.5);
|
|
18
|
+
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
|
19
|
+
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
|
20
|
+
|
|
21
|
+
void main()
|
|
22
|
+
{
|
|
23
|
+
// The following two variables need to be set per eye
|
|
24
|
+
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
|
25
|
+
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
|
26
|
+
|
|
27
|
+
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
|
28
|
+
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
|
29
|
+
float rSq = theta.x*theta.x + theta.y*theta.y;
|
|
30
|
+
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
|
31
|
+
//vec2 tc = LensCenter + Scale*theta1;
|
|
32
|
+
|
|
33
|
+
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
|
34
|
+
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
|
35
|
+
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
|
36
|
+
|
|
37
|
+
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
|
38
|
+
else
|
|
39
|
+
{
|
|
40
|
+
// Do blue texture lookup
|
|
41
|
+
float blue = texture2D(texture0, tcBlue).b;
|
|
42
|
+
|
|
43
|
+
// Do green lookup (no scaling)
|
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44
|
+
vec2 tcGreen = LensCenter + Scale*theta1;
|
|
45
|
+
float green = texture2D(texture0, tcGreen).g;
|
|
46
|
+
|
|
47
|
+
// Do red scale and lookup
|
|
48
|
+
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
|
49
|
+
vec2 tcRed = LensCenter + Scale*thetaRed;
|
|
50
|
+
float red = texture2D(texture0, tcRed).r;
|
|
51
|
+
|
|
52
|
+
gl_FragColor = vec4(red, green, blue, 1.0);
|
|
53
|
+
}
|
|
54
|
+
}
|
|
@@ -0,0 +1,37 @@
|
|
|
1
|
+
#version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
// Input vertex attributes (from vertex shader)
|
|
6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
varying vec4 fragColor;
|
|
8
|
+
|
|
9
|
+
// Input uniform values
|
|
10
|
+
uniform sampler2D texture0;
|
|
11
|
+
uniform vec4 colDiffuse;
|
|
12
|
+
|
|
13
|
+
// NOTE: Add here your custom variables
|
|
14
|
+
|
|
15
|
+
void main()
|
|
16
|
+
{
|
|
17
|
+
vec4 color = texture2D(texture0, fragTexCoord);
|
|
18
|
+
|
|
19
|
+
color += texture2D(texture0, fragTexCoord + 0.001);
|
|
20
|
+
color += texture2D(texture0, fragTexCoord + 0.003);
|
|
21
|
+
color += texture2D(texture0, fragTexCoord + 0.005);
|
|
22
|
+
color += texture2D(texture0, fragTexCoord + 0.007);
|
|
23
|
+
color += texture2D(texture0, fragTexCoord + 0.009);
|
|
24
|
+
color += texture2D(texture0, fragTexCoord + 0.011);
|
|
25
|
+
|
|
26
|
+
color += texture2D(texture0, fragTexCoord - 0.001);
|
|
27
|
+
color += texture2D(texture0, fragTexCoord - 0.003);
|
|
28
|
+
color += texture2D(texture0, fragTexCoord - 0.005);
|
|
29
|
+
color += texture2D(texture0, fragTexCoord - 0.007);
|
|
30
|
+
color += texture2D(texture0, fragTexCoord - 0.009);
|
|
31
|
+
color += texture2D(texture0, fragTexCoord - 0.011);
|
|
32
|
+
|
|
33
|
+
color.rgb = vec3((color.r + color.g + color.b)/3.0);
|
|
34
|
+
color = color/9.5;
|
|
35
|
+
|
|
36
|
+
gl_FragColor = color;
|
|
37
|
+
}
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
#version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
/*************************************************************************************
|
|
6
|
+
|
|
7
|
+
The Sieve of Eratosthenes -- a simple shader by ProfJski
|
|
8
|
+
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
|
|
9
|
+
|
|
10
|
+
The screen is divided into a square grid of boxes, each representing an integer value.
|
|
11
|
+
Each integer is tested to see if it is a prime number. Primes are colored white.
|
|
12
|
+
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
|
|
13
|
+
|
|
14
|
+
You can change the scale variable to make a larger or smaller grid.
|
|
15
|
+
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
|
|
16
|
+
|
|
17
|
+
WARNING: If you make scale too large, your GPU may bog down!
|
|
18
|
+
|
|
19
|
+
***************************************************************************************/
|
|
20
|
+
|
|
21
|
+
// Input vertex attributes (from vertex shader)
|
|
22
|
+
varying vec2 fragTexCoord;
|
|
23
|
+
varying vec4 fragColor;
|
|
24
|
+
|
|
25
|
+
// Make a nice spectrum of colors based on counter and maxSize
|
|
26
|
+
vec4 Colorizer(float counter, float maxSize)
|
|
27
|
+
{
|
|
28
|
+
float red = 0.0, green = 0.0, blue = 0.0;
|
|
29
|
+
float normsize = counter/maxSize;
|
|
30
|
+
|
|
31
|
+
red = smoothstep(0.3, 0.7, normsize);
|
|
32
|
+
green = sin(3.14159*normsize);
|
|
33
|
+
blue = 1.0 - smoothstep(0.0, 0.4, normsize);
|
|
34
|
+
|
|
35
|
+
return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
|
|
36
|
+
}
|
|
37
|
+
|
|
38
|
+
void main()
|
|
39
|
+
{
|
|
40
|
+
vec4 color = vec4(1.0);
|
|
41
|
+
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
|
|
42
|
+
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
|
|
43
|
+
int valuei = int(value);
|
|
44
|
+
|
|
45
|
+
//if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0);
|
|
46
|
+
//else
|
|
47
|
+
{
|
|
48
|
+
//for (int i = 2; (i < int(max(2.0, sqrt(value) + 1.0))); i++)
|
|
49
|
+
// NOTE: On GLSL 100 for loops are restricted and loop condition must be a constant
|
|
50
|
+
// Tested on RPI, it seems loops are limited around 60 iteractions
|
|
51
|
+
for (int i = 2; i < 48; i++)
|
|
52
|
+
{
|
|
53
|
+
if ((value - float(i)*floor(value/float(i))) <= 0.0)
|
|
54
|
+
{
|
|
55
|
+
gl_FragColor = Colorizer(float(i), scale);
|
|
56
|
+
//break; // Uncomment to color by the largest factor instead
|
|
57
|
+
}
|
|
58
|
+
}
|
|
59
|
+
}
|
|
60
|
+
}
|
|
@@ -0,0 +1,43 @@
|
|
|
1
|
+
#version 100
|
|
2
|
+
|
|
3
|
+
precision mediump float;
|
|
4
|
+
|
|
5
|
+
// Input vertex attributes (from vertex shader)
|
|
6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
varying vec4 fragColor;
|
|
8
|
+
|
|
9
|
+
// Input uniform values
|
|
10
|
+
uniform sampler2D texture0;
|
|
11
|
+
uniform vec4 colDiffuse;
|
|
12
|
+
|
|
13
|
+
// NOTE: Add here your custom variables
|
|
14
|
+
|
|
15
|
+
const float PI = 3.1415926535;
|
|
16
|
+
|
|
17
|
+
void main()
|
|
18
|
+
{
|
|
19
|
+
float aperture = 178.0;
|
|
20
|
+
float apertureHalf = 0.5 * aperture * (PI / 180.0);
|
|
21
|
+
float maxFactor = sin(apertureHalf);
|
|
22
|
+
|
|
23
|
+
vec2 uv = vec2(0.0);
|
|
24
|
+
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
|
|
25
|
+
float d = length(xy);
|
|
26
|
+
|
|
27
|
+
if (d < (2.0 - maxFactor))
|
|
28
|
+
{
|
|
29
|
+
d = length(xy * maxFactor);
|
|
30
|
+
float z = sqrt(1.0 - d * d);
|
|
31
|
+
float r = atan(d, z) / PI;
|
|
32
|
+
float phi = atan(xy.y, xy.x);
|
|
33
|
+
|
|
34
|
+
uv.x = r * cos(phi) + 0.5;
|
|
35
|
+
uv.y = r * sin(phi) + 0.5;
|
|
36
|
+
}
|
|
37
|
+
else
|
|
38
|
+
{
|
|
39
|
+
uv = fragTexCoord.xy;
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
gl_FragColor = texture2D(texture0, uv);
|
|
43
|
+
}
|