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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#version 120
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
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b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
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b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
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m[0][1], m[1][1], m[2][1],
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void main()
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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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const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
|
|
15
|
+
const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
|
|
16
|
+
|
|
17
|
+
void main()
|
|
18
|
+
{
|
|
19
|
+
vec4 sum = vec4(0);
|
|
20
|
+
vec2 sizeFactor = vec2(1)/size*quality;
|
|
21
|
+
|
|
22
|
+
// Texel color fetching from texture sampler
|
|
23
|
+
vec4 source = texture2D(texture0, fragTexCoord);
|
|
24
|
+
|
|
25
|
+
const int range = 2; // should be = (samples - 1)/2;
|
|
26
|
+
|
|
27
|
+
for (int x = -range; x <= range; x++)
|
|
28
|
+
{
|
|
29
|
+
for (int y = -range; y <= range; y++)
|
|
30
|
+
{
|
|
31
|
+
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
|
32
|
+
}
|
|
33
|
+
}
|
|
34
|
+
|
|
35
|
+
// Calculate final fragment color
|
|
36
|
+
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
|
37
|
+
}
|
|
@@ -0,0 +1,32 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
varying vec4 fragColor;
|
|
6
|
+
|
|
7
|
+
// Input uniform values
|
|
8
|
+
uniform sampler2D texture0;
|
|
9
|
+
uniform vec4 colDiffuse;
|
|
10
|
+
|
|
11
|
+
// NOTE: Add here your custom variables
|
|
12
|
+
|
|
13
|
+
// NOTE: Render size values must be passed from code
|
|
14
|
+
const float renderWidth = 800.0;
|
|
15
|
+
const float renderHeight = 450.0;
|
|
16
|
+
|
|
17
|
+
vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
|
|
18
|
+
vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
|
|
19
|
+
|
|
20
|
+
void main()
|
|
21
|
+
{
|
|
22
|
+
// Texel color fetching from texture sampler
|
|
23
|
+
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
|
|
24
|
+
|
|
25
|
+
tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
|
|
26
|
+
tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
|
|
27
|
+
|
|
28
|
+
tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
|
|
29
|
+
tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
|
|
30
|
+
|
|
31
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
32
|
+
}
|
|
@@ -0,0 +1,45 @@
|
|
|
1
|
+
# version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
varying vec4 fragColor;
|
|
6
|
+
|
|
7
|
+
// Input uniform values
|
|
8
|
+
uniform sampler2D texture0;
|
|
9
|
+
uniform vec4 colDiffuse;
|
|
10
|
+
|
|
11
|
+
// NOTE: Add here your custom variables
|
|
12
|
+
|
|
13
|
+
float hatchOffsetY = 5.0;
|
|
14
|
+
float lumThreshold01 = 0.9;
|
|
15
|
+
float lumThreshold02 = 0.7;
|
|
16
|
+
float lumThreshold03 = 0.5;
|
|
17
|
+
float lumThreshold04 = 0.3;
|
|
18
|
+
|
|
19
|
+
void main()
|
|
20
|
+
{
|
|
21
|
+
vec3 tc = vec3(1.0, 1.0, 1.0);
|
|
22
|
+
float lum = length(texture2D(texture0, fragTexCoord).rgb);
|
|
23
|
+
|
|
24
|
+
if (lum < lumThreshold01)
|
|
25
|
+
{
|
|
26
|
+
if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
27
|
+
}
|
|
28
|
+
|
|
29
|
+
if (lum < lumThreshold02)
|
|
30
|
+
{
|
|
31
|
+
if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
if (lum < lumThreshold03)
|
|
35
|
+
{
|
|
36
|
+
if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
if (lum < lumThreshold04)
|
|
40
|
+
{
|
|
41
|
+
if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
|
42
|
+
}
|
|
43
|
+
|
|
44
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
45
|
+
}
|
|
@@ -0,0 +1,55 @@
|
|
|
1
|
+
# version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
varying vec4 fragColor;
|
|
6
|
+
|
|
7
|
+
// Input uniform values
|
|
8
|
+
uniform sampler2D texture0;
|
|
9
|
+
uniform vec4 colDiffuse;
|
|
10
|
+
|
|
11
|
+
// NOTE: Add here your custom variables
|
|
12
|
+
|
|
13
|
+
// NOTE: Render size values must be passed from code
|
|
14
|
+
const float renderWidth = 800.0;
|
|
15
|
+
const float renderHeight = 450.0;
|
|
16
|
+
|
|
17
|
+
float stitchingSize = 6.0;
|
|
18
|
+
int invert = 0;
|
|
19
|
+
|
|
20
|
+
vec4 PostFX(sampler2D tex, vec2 uv)
|
|
21
|
+
{
|
|
22
|
+
vec4 c = vec4(0.0);
|
|
23
|
+
float size = stitchingSize;
|
|
24
|
+
vec2 cPos = uv * vec2(renderWidth, renderHeight);
|
|
25
|
+
vec2 tlPos = floor(cPos / vec2(size, size));
|
|
26
|
+
tlPos *= size;
|
|
27
|
+
|
|
28
|
+
int remX = int(mod(cPos.x, size));
|
|
29
|
+
int remY = int(mod(cPos.y, size));
|
|
30
|
+
|
|
31
|
+
if (remX == 0 && remY == 0) tlPos = cPos;
|
|
32
|
+
|
|
33
|
+
vec2 blPos = tlPos;
|
|
34
|
+
blPos.y += (size - 1.0);
|
|
35
|
+
|
|
36
|
+
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
|
|
37
|
+
{
|
|
38
|
+
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
|
|
39
|
+
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
|
40
|
+
}
|
|
41
|
+
else
|
|
42
|
+
{
|
|
43
|
+
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
|
44
|
+
else c = vec4(0.0, 0.0, 0.0, 1.0);
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
return c;
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
void main()
|
|
51
|
+
{
|
|
52
|
+
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
|
|
53
|
+
|
|
54
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
55
|
+
}
|
|
@@ -0,0 +1,52 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
|
|
6
|
+
// Input uniform values
|
|
7
|
+
uniform sampler2D texture0;
|
|
8
|
+
|
|
9
|
+
// NOTE: Default parameters for Oculus Rift DK2 device
|
|
10
|
+
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
|
11
|
+
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
|
12
|
+
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
|
13
|
+
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
|
14
|
+
const vec2 Scale = vec2(0.25, 0.45);
|
|
15
|
+
const vec2 ScaleIn = vec2(4.0, 2.5);
|
|
16
|
+
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
|
17
|
+
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
|
18
|
+
|
|
19
|
+
void main()
|
|
20
|
+
{
|
|
21
|
+
// The following two variables need to be set per eye
|
|
22
|
+
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
|
23
|
+
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
|
24
|
+
|
|
25
|
+
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
|
26
|
+
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
|
27
|
+
float rSq = theta.x*theta.x + theta.y*theta.y;
|
|
28
|
+
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
|
29
|
+
//vec2 tc = LensCenter + Scale*theta1;
|
|
30
|
+
|
|
31
|
+
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
|
32
|
+
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
|
33
|
+
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
|
34
|
+
|
|
35
|
+
if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
|
36
|
+
else
|
|
37
|
+
{
|
|
38
|
+
// Do blue texture lookup
|
|
39
|
+
float blue = texture2D(texture0, tcBlue).b;
|
|
40
|
+
|
|
41
|
+
// Do green lookup (no scaling)
|
|
42
|
+
vec2 tcGreen = LensCenter + Scale*theta1;
|
|
43
|
+
float green = texture2D(texture0, tcGreen).g;
|
|
44
|
+
|
|
45
|
+
// Do red scale and lookup
|
|
46
|
+
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
|
47
|
+
vec2 tcRed = LensCenter + Scale*thetaRed;
|
|
48
|
+
float red = texture2D(texture0, tcRed).r;
|
|
49
|
+
|
|
50
|
+
gl_FragColor = vec4(red, green, blue, 1.0);
|
|
51
|
+
}
|
|
52
|
+
}
|
|
@@ -0,0 +1,35 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
varying vec4 fragColor;
|
|
6
|
+
|
|
7
|
+
// Input uniform values
|
|
8
|
+
uniform sampler2D texture0;
|
|
9
|
+
uniform vec4 colDiffuse;
|
|
10
|
+
|
|
11
|
+
// NOTE: Add here your custom variables
|
|
12
|
+
|
|
13
|
+
void main()
|
|
14
|
+
{
|
|
15
|
+
vec4 color = texture2D(texture0, fragTexCoord);
|
|
16
|
+
|
|
17
|
+
color += texture2D(texture0, fragTexCoord + 0.001);
|
|
18
|
+
color += texture2D(texture0, fragTexCoord + 0.003);
|
|
19
|
+
color += texture2D(texture0, fragTexCoord + 0.005);
|
|
20
|
+
color += texture2D(texture0, fragTexCoord + 0.007);
|
|
21
|
+
color += texture2D(texture0, fragTexCoord + 0.009);
|
|
22
|
+
color += texture2D(texture0, fragTexCoord + 0.011);
|
|
23
|
+
|
|
24
|
+
color += texture2D(texture0, fragTexCoord - 0.001);
|
|
25
|
+
color += texture2D(texture0, fragTexCoord - 0.003);
|
|
26
|
+
color += texture2D(texture0, fragTexCoord - 0.005);
|
|
27
|
+
color += texture2D(texture0, fragTexCoord - 0.007);
|
|
28
|
+
color += texture2D(texture0, fragTexCoord - 0.009);
|
|
29
|
+
color += texture2D(texture0, fragTexCoord - 0.011);
|
|
30
|
+
|
|
31
|
+
color.rgb = vec3((color.r + color.g + color.b)/3.0);
|
|
32
|
+
color = color/9.5;
|
|
33
|
+
|
|
34
|
+
gl_FragColor = color;
|
|
35
|
+
}
|
|
@@ -0,0 +1,41 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
varying vec4 fragColor;
|
|
6
|
+
|
|
7
|
+
// Input uniform values
|
|
8
|
+
uniform sampler2D texture0;
|
|
9
|
+
uniform vec4 colDiffuse;
|
|
10
|
+
|
|
11
|
+
// NOTE: Add here your custom variables
|
|
12
|
+
|
|
13
|
+
const float PI = 3.1415926535;
|
|
14
|
+
|
|
15
|
+
void main()
|
|
16
|
+
{
|
|
17
|
+
float aperture = 178.0;
|
|
18
|
+
float apertureHalf = 0.5 * aperture * (PI / 180.0);
|
|
19
|
+
float maxFactor = sin(apertureHalf);
|
|
20
|
+
|
|
21
|
+
vec2 uv = vec2(0.0);
|
|
22
|
+
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
|
|
23
|
+
float d = length(xy);
|
|
24
|
+
|
|
25
|
+
if (d < (2.0 - maxFactor))
|
|
26
|
+
{
|
|
27
|
+
d = length(xy * maxFactor);
|
|
28
|
+
float z = sqrt(1.0 - d * d);
|
|
29
|
+
float r = atan(d, z) / PI;
|
|
30
|
+
float phi = atan(xy.y, xy.x);
|
|
31
|
+
|
|
32
|
+
uv.x = r * cos(phi) + 0.5;
|
|
33
|
+
uv.y = r * sin(phi) + 0.5;
|
|
34
|
+
}
|
|
35
|
+
else
|
|
36
|
+
{
|
|
37
|
+
uv = fragTexCoord.xy;
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
gl_FragColor = texture2D(texture0, uv);
|
|
41
|
+
}
|
|
@@ -0,0 +1,92 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec3 fragPosition;
|
|
5
|
+
varying vec2 fragTexCoord;
|
|
6
|
+
varying vec4 fragColor;
|
|
7
|
+
varying vec3 fragNormal;
|
|
8
|
+
|
|
9
|
+
// Input uniform values
|
|
10
|
+
uniform sampler2D texture0;
|
|
11
|
+
uniform vec4 colDiffuse;
|
|
12
|
+
|
|
13
|
+
// NOTE: Add here your custom variables
|
|
14
|
+
|
|
15
|
+
#define MAX_LIGHTS 4
|
|
16
|
+
#define LIGHT_DIRECTIONAL 0
|
|
17
|
+
#define LIGHT_POINT 1
|
|
18
|
+
|
|
19
|
+
struct MaterialProperty {
|
|
20
|
+
vec3 color;
|
|
21
|
+
int useSampler;
|
|
22
|
+
sampler2D sampler;
|
|
23
|
+
};
|
|
24
|
+
|
|
25
|
+
struct Light {
|
|
26
|
+
int enabled;
|
|
27
|
+
int type;
|
|
28
|
+
vec3 position;
|
|
29
|
+
vec3 target;
|
|
30
|
+
vec4 color;
|
|
31
|
+
};
|
|
32
|
+
|
|
33
|
+
// Input lighting values
|
|
34
|
+
uniform Light lights[MAX_LIGHTS];
|
|
35
|
+
uniform vec4 ambient;
|
|
36
|
+
uniform vec3 viewPos;
|
|
37
|
+
uniform float fogDensity;
|
|
38
|
+
|
|
39
|
+
void main()
|
|
40
|
+
{
|
|
41
|
+
// Texel color fetching from texture sampler
|
|
42
|
+
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
|
43
|
+
vec3 lightDot = vec3(0.0);
|
|
44
|
+
vec3 normal = normalize(fragNormal);
|
|
45
|
+
vec3 viewD = normalize(viewPos - fragPosition);
|
|
46
|
+
vec3 specular = vec3(0.0);
|
|
47
|
+
|
|
48
|
+
// NOTE: Implement here your fragment shader code
|
|
49
|
+
|
|
50
|
+
for (int i = 0; i < MAX_LIGHTS; i++)
|
|
51
|
+
{
|
|
52
|
+
if (lights[i].enabled == 1)
|
|
53
|
+
{
|
|
54
|
+
vec3 light = vec3(0.0);
|
|
55
|
+
|
|
56
|
+
if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
|
|
57
|
+
if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
|
|
58
|
+
|
|
59
|
+
float NdotL = max(dot(normal, light), 0.0);
|
|
60
|
+
lightDot += lights[i].color.rgb*NdotL;
|
|
61
|
+
|
|
62
|
+
float specCo = 0.0;
|
|
63
|
+
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
|
|
64
|
+
specular += specCo;
|
|
65
|
+
}
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
|
|
69
|
+
finalColor += texelColor*(ambient/10.0);
|
|
70
|
+
|
|
71
|
+
// Gamma correction
|
|
72
|
+
finalColor = pow(finalColor, vec4(1.0/2.2));
|
|
73
|
+
|
|
74
|
+
// Fog calculation
|
|
75
|
+
float dist = length(viewPos - fragPosition);
|
|
76
|
+
|
|
77
|
+
// these could be parameters...
|
|
78
|
+
const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
|
|
79
|
+
//const float fogDensity = 0.16;
|
|
80
|
+
|
|
81
|
+
// Exponential fog
|
|
82
|
+
float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
|
|
83
|
+
|
|
84
|
+
// Linear fog (less nice)
|
|
85
|
+
//const float fogStart = 2.0;
|
|
86
|
+
//const float fogEnd = 10.0;
|
|
87
|
+
//float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
|
|
88
|
+
|
|
89
|
+
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
|
90
|
+
|
|
91
|
+
gl_FragColor = mix(fogColor, finalColor, fogFactor);
|
|
92
|
+
}
|
|
@@ -0,0 +1,23 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
varying vec4 fragColor;
|
|
6
|
+
|
|
7
|
+
// Input uniform values
|
|
8
|
+
uniform sampler2D texture0;
|
|
9
|
+
uniform vec4 colDiffuse;
|
|
10
|
+
|
|
11
|
+
// NOTE: Add here your custom variables
|
|
12
|
+
|
|
13
|
+
void main()
|
|
14
|
+
{
|
|
15
|
+
// Texel color fetching from texture sampler
|
|
16
|
+
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
|
|
17
|
+
|
|
18
|
+
// Convert texel color to grayscale using NTSC conversion weights
|
|
19
|
+
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
|
20
|
+
|
|
21
|
+
// Calculate final fragment color
|
|
22
|
+
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
|
|
23
|
+
}
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
const int colors = 8;
|
|
4
|
+
|
|
5
|
+
// Input fragment attributes (from fragment shader)
|
|
6
|
+
varying vec2 fragTexCoord;
|
|
7
|
+
varying vec4 fragColor;
|
|
8
|
+
|
|
9
|
+
// Input uniform values
|
|
10
|
+
uniform sampler2D texture0;
|
|
11
|
+
uniform ivec3 palette[colors];
|
|
12
|
+
|
|
13
|
+
void main()
|
|
14
|
+
{
|
|
15
|
+
// Texel color fetching from texture sampler
|
|
16
|
+
vec4 texelColor = texture(texture0, fragTexCoord) * fragColor;
|
|
17
|
+
|
|
18
|
+
// Convert the (normalized) texel color RED component (GB would work, too)
|
|
19
|
+
// to the palette index by scaling up from [0, 1] to [0, 255].
|
|
20
|
+
int index = int(texelColor.r * 255.0);
|
|
21
|
+
ivec3 color = palette[index];
|
|
22
|
+
|
|
23
|
+
// Calculate final fragment color. Note that the palette color components
|
|
24
|
+
// are defined in the range [0, 255] and need to be normalized to [0, 1]
|
|
25
|
+
// for OpenGL to work.
|
|
26
|
+
gl_FragColor = vec4(color / 255.0, texelColor.a);
|
|
27
|
+
}
|
|
@@ -0,0 +1,30 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
varying vec4 fragColor;
|
|
6
|
+
|
|
7
|
+
// Input uniform values
|
|
8
|
+
uniform sampler2D texture0;
|
|
9
|
+
uniform vec4 colDiffuse;
|
|
10
|
+
|
|
11
|
+
// NOTE: Add here your custom variables
|
|
12
|
+
|
|
13
|
+
// NOTE: Render size values must be passed from code
|
|
14
|
+
const float renderWidth = 800.0;
|
|
15
|
+
const float renderHeight = 450.0;
|
|
16
|
+
|
|
17
|
+
float pixelWidth = 5.0;
|
|
18
|
+
float pixelHeight = 5.0;
|
|
19
|
+
|
|
20
|
+
void main()
|
|
21
|
+
{
|
|
22
|
+
float dx = pixelWidth*(1.0/renderWidth);
|
|
23
|
+
float dy = pixelHeight*(1.0/renderHeight);
|
|
24
|
+
|
|
25
|
+
vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
|
|
26
|
+
|
|
27
|
+
vec3 tc = texture2D(texture0, coord).rgb;
|
|
28
|
+
|
|
29
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
30
|
+
}
|
|
@@ -0,0 +1,27 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
varying vec4 fragColor;
|
|
6
|
+
|
|
7
|
+
// Input uniform values
|
|
8
|
+
uniform sampler2D texture0;
|
|
9
|
+
uniform vec4 colDiffuse;
|
|
10
|
+
|
|
11
|
+
// NOTE: Add here your custom variables
|
|
12
|
+
|
|
13
|
+
float gamma = 0.6;
|
|
14
|
+
float numColors = 8.0;
|
|
15
|
+
|
|
16
|
+
void main()
|
|
17
|
+
{
|
|
18
|
+
vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
|
|
19
|
+
|
|
20
|
+
color = pow(color, vec3(gamma, gamma, gamma));
|
|
21
|
+
color = color*numColors;
|
|
22
|
+
color = floor(color);
|
|
23
|
+
color = color/numColors;
|
|
24
|
+
color = pow(color, vec3(1.0/gamma));
|
|
25
|
+
|
|
26
|
+
gl_FragColor = vec4(color, 1.0);
|
|
27
|
+
}
|
|
@@ -0,0 +1,29 @@
|
|
|
1
|
+
#version 120
|
|
2
|
+
|
|
3
|
+
// Input vertex attributes (from vertex shader)
|
|
4
|
+
varying vec2 fragTexCoord;
|
|
5
|
+
varying vec4 fragColor;
|
|
6
|
+
|
|
7
|
+
// Input uniform values
|
|
8
|
+
uniform sampler2D texture0;
|
|
9
|
+
uniform vec4 colDiffuse;
|
|
10
|
+
|
|
11
|
+
// NOTE: Add here your custom variables
|
|
12
|
+
|
|
13
|
+
void main()
|
|
14
|
+
{
|
|
15
|
+
vec3 color = texture2D(texture0, fragTexCoord).rgb;
|
|
16
|
+
vec3 colors[3];
|
|
17
|
+
colors[0] = vec3(0.0, 0.0, 1.0);
|
|
18
|
+
colors[1] = vec3(1.0, 1.0, 0.0);
|
|
19
|
+
colors[2] = vec3(1.0, 0.0, 0.0);
|
|
20
|
+
|
|
21
|
+
float lum = (color.r + color.g + color.b)/3.0;
|
|
22
|
+
|
|
23
|
+
vec3 tc = vec3(0.0, 0.0, 0.0);
|
|
24
|
+
|
|
25
|
+
if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5);
|
|
26
|
+
else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5);
|
|
27
|
+
|
|
28
|
+
gl_FragColor = vec4(tc, 1.0);
|
|
29
|
+
}
|