Add example code
31
MyGame/example-raylib/example-raylib.sln
Normal file
|
|
@ -0,0 +1,31 @@
|
|||
|
||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.5.33530.505
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "example-raylib", "example-raylib.vcxproj", "{AB9D16D4-7D82-4B18-A576-9F899731F19D}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug|x64 = Debug|x64
|
||||
Debug|x86 = Debug|x86
|
||||
Release|x64 = Release|x64
|
||||
Release|x86 = Release|x86
|
||||
EndGlobalSection
|
||||
GlobalSection(ProjectConfigurationPlatforms) = postSolution
|
||||
{AB9D16D4-7D82-4B18-A576-9F899731F19D}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{AB9D16D4-7D82-4B18-A576-9F899731F19D}.Debug|x64.Build.0 = Debug|x64
|
||||
{AB9D16D4-7D82-4B18-A576-9F899731F19D}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{AB9D16D4-7D82-4B18-A576-9F899731F19D}.Debug|x86.Build.0 = Debug|Win32
|
||||
{AB9D16D4-7D82-4B18-A576-9F899731F19D}.Release|x64.ActiveCfg = Release|x64
|
||||
{AB9D16D4-7D82-4B18-A576-9F899731F19D}.Release|x64.Build.0 = Release|x64
|
||||
{AB9D16D4-7D82-4B18-A576-9F899731F19D}.Release|x86.ActiveCfg = Release|Win32
|
||||
{AB9D16D4-7D82-4B18-A576-9F899731F19D}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {0D36C406-4528-4130-A07D-9DF44C404775}
|
||||
EndGlobalSection
|
||||
EndGlobal
|
||||
163
MyGame/example-raylib/example-raylib.vcxproj
Normal file
|
|
@ -0,0 +1,163 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>16.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<ProjectGuid>{ab9d16d4-7d82-4b18-a576-9f899731f19d}</ProjectGuid>
|
||||
<RootNamespace>exampleraylib</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v143</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<OutDir>$(SolutionDir)bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)bin\intermediates\$(Platform)\$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<OutDir>$(SolutionDir)bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)bin\intermediates\$(Platform)\$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<OutDir>$(SolutionDir)bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)bin\intermediates\$(Platform)\$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<OutDir>$(SolutionDir)bin\$(Platform)\$(Configuration)\</OutDir>
|
||||
<IntDir>$(SolutionDir)bin\intermediates\$(Platform)\$(Configuration)\</IntDir>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>D:\Projects\Raylib\out\build\x64-Debug\raylib\include</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;winmm.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>D:\Projects\Raylib\out\build\x64-Debug\raylib</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>D:\Projects\Raylib\out\build\x64-Debug\raylib\include</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;winmm.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>D:\Projects\Raylib\out\build\x64-Debug\raylib</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>D:\Projects\Raylib\out\build\x64-Debug\raylib\include</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;winmm.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>D:\Projects\Raylib\out\build\x64-Debug\raylib</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
|
||||
<ClCompile>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<SDLCheck>true</SDLCheck>
|
||||
<PreprocessorDefinitions>NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<ConformanceMode>true</ConformanceMode>
|
||||
<AdditionalIncludeDirectories>D:\Projects\Raylib\out\build\x64-Debug\raylib\include</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>raylib.lib;winmm.lib;$(CoreLibraryDependencies);%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>D:\Projects\Raylib\out\build\x64-Debug\raylib</AdditionalLibraryDirectories>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\examples\shaders\shaders_basic_lighting.c" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
22
MyGame/example-raylib/example-raylib.vcxproj.filters
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup>
|
||||
<Filter Include="Source Files">
|
||||
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
|
||||
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Header Files">
|
||||
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
|
||||
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
|
||||
</Filter>
|
||||
<Filter Include="Resource Files">
|
||||
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
|
||||
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
|
||||
</Filter>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\examples\shaders\shaders_basic_lighting.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
0
MyGame/example-raylib/resources/.gitkeep
Normal file
BIN
MyGame/example-raylib/resources/DotGothic16-Regular.ttf
Normal file
93
MyGame/example-raylib/resources/DotGothic16-Regular_OFL.txt
Normal file
|
|
@ -0,0 +1,93 @@
|
|||
Copyright 2020 The DotGothic16 Project Authors (https://github.com/fontworks-fonts/DotGothic16)
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
BIN
MyGame/example-raylib/resources/KAISG.ttf
Normal file
10
MyGame/example-raylib/resources/LICENSE.md
Normal file
|
|
@ -0,0 +1,10 @@
|
|||
| resource | author | licence | notes |
|
||||
| :------------------- | :---------: | :------ | :---- |
|
||||
| country.mp3 | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| target.ogg | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| target.flac | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Originally created for "DART that TARGET" game |
|
||||
| coin.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| sound.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| spring.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| weird.wav | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [rFXGen](https://raylibtech.itch.io/rfxgen) |
|
||||
| mini1111.xm | [tPORt](https://modarchive.org/index.php?request=view_by_moduleid&query=51891) | [Mod Archive Distribution license](https://modarchive.org/index.php?terms-upload) | - |
|
||||
BIN
MyGame/example-raylib/resources/anonymous_pro_bold.ttf
Normal file
4893
MyGame/example-raylib/resources/audio_data.h
Normal file
BIN
MyGame/example-raylib/resources/billboard.png
Normal file
|
After Width: | Height: | Size: 22 KiB |
BIN
MyGame/example-raylib/resources/boom.wav
Normal file
BIN
MyGame/example-raylib/resources/button.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
BIN
MyGame/example-raylib/resources/buttonfx.wav
Normal file
BIN
MyGame/example-raylib/resources/cat.png
Normal file
|
After Width: | Height: | Size: 379 KiB |
BIN
MyGame/example-raylib/resources/coin.wav
Normal file
BIN
MyGame/example-raylib/resources/country.mp3
Normal file
BIN
MyGame/example-raylib/resources/cubicmap.png
Normal file
|
After Width: | Height: | Size: 164 B |
BIN
MyGame/example-raylib/resources/cubicmap_atlas.png
Normal file
|
After Width: | Height: | Size: 36 KiB |
BIN
MyGame/example-raylib/resources/custom_alagard.png
Normal file
|
After Width: | Height: | Size: 44 KiB |
BIN
MyGame/example-raylib/resources/custom_jupiter_crash.png
Normal file
|
After Width: | Height: | Size: 28 KiB |
BIN
MyGame/example-raylib/resources/custom_mecha.png
Normal file
|
After Width: | Height: | Size: 32 KiB |
BIN
MyGame/example-raylib/resources/cyberpunk_street_background.png
Normal file
|
After Width: | Height: | Size: 7.6 KiB |
BIN
MyGame/example-raylib/resources/cyberpunk_street_foreground.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
BIN
MyGame/example-raylib/resources/cyberpunk_street_midground.png
Normal file
|
After Width: | Height: | Size: 7.6 KiB |
1115
MyGame/example-raylib/resources/dejavu.fnt
Normal file
BIN
MyGame/example-raylib/resources/dejavu.png
Normal file
|
After Width: | Height: | Size: 100 KiB |
52
MyGame/example-raylib/resources/distortion100.fs
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
uniform vec2 leftLensCenter;
|
||||
uniform vec2 rightLensCenter;
|
||||
uniform vec2 leftScreenCenter;
|
||||
uniform vec2 rightScreenCenter;
|
||||
uniform vec2 scale;
|
||||
uniform vec2 scaleIn;
|
||||
uniform vec4 deviceWarpParam;
|
||||
uniform vec4 chromaAbParam;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Compute lens distortion
|
||||
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
|
||||
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
|
||||
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
|
||||
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
|
||||
vec2 tcBlue = lensCenter + scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
|
||||
{
|
||||
// Set black fragment for everything outside the lens border
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Compute color chroma aberration
|
||||
float blue = texture2D(texture0, tcBlue).b;
|
||||
vec2 tcGreen = lensCenter + scale*theta1;
|
||||
float green = texture2D(texture0, tcGreen).g;
|
||||
|
||||
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
|
||||
vec2 tcRed = lensCenter + scale*thetaRed;
|
||||
|
||||
float red = texture2D(texture0, tcRed).r;
|
||||
gl_FragColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
||||
53
MyGame/example-raylib/resources/distortion330.fs
Normal file
|
|
@ -0,0 +1,53 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
|
||||
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
|
||||
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
|
||||
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
|
||||
uniform vec2 scale = vec2(0.25, 0.45);
|
||||
uniform vec2 scaleIn = vec2(4, 2.2222);
|
||||
uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0);
|
||||
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// Compute lens distortion
|
||||
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
|
||||
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
|
||||
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
|
||||
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
|
||||
vec2 tcBlue = lensCenter + scale*thetaBlue;
|
||||
|
||||
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
|
||||
{
|
||||
// Set black fragment for everything outside the lens border
|
||||
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Compute color chroma aberration
|
||||
float blue = texture(texture0, tcBlue).b;
|
||||
vec2 tcGreen = lensCenter + scale*theta1;
|
||||
float green = texture(texture0, tcGreen).g;
|
||||
|
||||
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
|
||||
vec2 tcRed = lensCenter + scale*thetaRed;
|
||||
|
||||
float red = texture(texture0, tcRed).r;
|
||||
finalColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
||||
BIN
MyGame/example-raylib/resources/dresden_square_1k.hdr
Normal file
BIN
MyGame/example-raylib/resources/dresden_square_2k.hdr
Normal file
BIN
MyGame/example-raylib/resources/explosion.png
Normal file
|
After Width: | Height: | Size: 811 KiB |
BIN
MyGame/example-raylib/resources/fonts/alagard.png
Normal file
|
After Width: | Height: | Size: 3.5 KiB |
BIN
MyGame/example-raylib/resources/fonts/alpha_beta.png
Normal file
|
After Width: | Height: | Size: 2.3 KiB |
BIN
MyGame/example-raylib/resources/fonts/jupiter_crash.png
Normal file
|
After Width: | Height: | Size: 2.8 KiB |
BIN
MyGame/example-raylib/resources/fonts/mecha.png
Normal file
|
After Width: | Height: | Size: 2.2 KiB |
BIN
MyGame/example-raylib/resources/fonts/pixantiqua.png
Normal file
|
After Width: | Height: | Size: 2.6 KiB |
BIN
MyGame/example-raylib/resources/fonts/pixelplay.png
Normal file
|
After Width: | Height: | Size: 2.7 KiB |
BIN
MyGame/example-raylib/resources/fonts/romulus.png
Normal file
|
After Width: | Height: | Size: 2.6 KiB |
BIN
MyGame/example-raylib/resources/fonts/setback.png
Normal file
|
After Width: | Height: | Size: 2.4 KiB |
BIN
MyGame/example-raylib/resources/fudesumi.png
Normal file
|
After Width: | Height: | Size: 218 KiB |
BIN
MyGame/example-raylib/resources/fudesumi.raw
Normal file
BIN
MyGame/example-raylib/resources/heightmap.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
9848
MyGame/example-raylib/resources/image_data.h
Normal file
BIN
MyGame/example-raylib/resources/mask.png
Normal file
|
After Width: | Height: | Size: 73 KiB |
BIN
MyGame/example-raylib/resources/mini1111.xm
Normal file
22251
MyGame/example-raylib/resources/models/barracks.obj
Normal file
BIN
MyGame/example-raylib/resources/models/barracks_diffuse.png
Normal file
|
After Width: | Height: | Size: 363 KiB |
5116
MyGame/example-raylib/resources/models/church.obj
Normal file
BIN
MyGame/example-raylib/resources/models/church_diffuse.png
Normal file
|
After Width: | Height: | Size: 350 KiB |
2
MyGame/example-raylib/resources/models/gltf/LICENSE
Normal file
|
|
@ -0,0 +1,2 @@
|
|||
robot.glb model by @Quaternius (https://www.patreon.com/quaternius)
|
||||
Licensed under CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)
|
||||
BIN
MyGame/example-raylib/resources/models/gltf/raylib_logo_3d.glb
Normal file
BIN
MyGame/example-raylib/resources/models/gltf/robot.blend
Normal file
BIN
MyGame/example-raylib/resources/models/gltf/robot.glb
Normal file
BIN
MyGame/example-raylib/resources/models/iqm/guy.blend
Normal file
BIN
MyGame/example-raylib/resources/models/iqm/guy.iqm
Normal file
BIN
MyGame/example-raylib/resources/models/iqm/guyanim.iqm
Normal file
BIN
MyGame/example-raylib/resources/models/iqm/guytex.png
Normal file
|
After Width: | Height: | Size: 295 KiB |
BIN
MyGame/example-raylib/resources/models/m3d/cesium_man.m3d
Normal file
BIN
MyGame/example-raylib/resources/models/m3d/seagull.m3d
Normal file
BIN
MyGame/example-raylib/resources/models/m3d/suzanne.m3d
Normal file
9
MyGame/example-raylib/resources/models/vox/LICENSE
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
The following models are provided by the official github repo of voxel-model format by MagikaVoxel developer @ephtracy
|
||||
|
||||
GitHub official repo: https://github.com/ephtracy/voxel-model
|
||||
|
||||
- chr_knight.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_knight.vox
|
||||
- chr_sword.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_sword.vox
|
||||
- monu9.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/monument/monu9.vox
|
||||
|
||||
Worth mentioning there is no license specified for the models yet: https://github.com/ephtracy/voxel-model/issues/22
|
||||
BIN
MyGame/example-raylib/resources/models/vox/chr_knight.vox
Normal file
BIN
MyGame/example-raylib/resources/models/vox/chr_sword.vox
Normal file
BIN
MyGame/example-raylib/resources/models/vox/monu9.vox
Normal file
5316
MyGame/example-raylib/resources/models/watermill.obj
Normal file
BIN
MyGame/example-raylib/resources/models/watermill_diffuse.png
Normal file
|
After Width: | Height: | Size: 437 KiB |
BIN
MyGame/example-raylib/resources/ninepatch_button.png
Normal file
|
After Width: | Height: | Size: 5.8 KiB |
580
MyGame/example-raylib/resources/noto_cjk.fnt
Normal file
|
|
@ -0,0 +1,580 @@
|
|||
info face="Noto Serif CJK JP" size=-16 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=1
|
||||
common lineHeight=23 base=18 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
|
||||
page id=0 file="noto_cjk.png"
|
||||
chars count=576
|
||||
char id=32 x=507 y=185 width=3 height=3 xoffset=-1 yoffset=-1 xadvance=4 page=0 chnl=15
|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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|
||||
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|
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BIN
MyGame/example-raylib/resources/noto_cjk.png
Normal file
|
After Width: | Height: | Size: 90 KiB |
BIN
MyGame/example-raylib/resources/parrots.png
Normal file
|
After Width: | Height: | Size: 288 KiB |
BIN
MyGame/example-raylib/resources/patterns.png
Normal file
|
After Width: | Height: | Size: 7.2 KiB |
188
MyGame/example-raylib/resources/pixantiqua.fnt
Normal file
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
char id=169 x=433 y=0 width=24 height=36 xoffset=-3 yoffset=-2 xadvance=21 page=0 chnl=15
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char id=179 x=336 y=266 width=14 height=36 xoffset=-3 yoffset=-2 xadvance=11 page=0 chnl=15
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char id=185 x=192 y=266 width=14 height=36 xoffset=-3 yoffset=-2 xadvance=11 page=0 chnl=15
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char id=220 x=24 y=190 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
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char id=233 x=240 y=190 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
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char id=242 x=224 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
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char id=244 x=272 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
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char id=245 x=296 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
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char id=246 x=320 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
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char id=247 x=330 y=190 width=19 height=36 xoffset=-3 yoffset=-2 xadvance=16 page=0 chnl=15
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char id=248 x=208 y=38 width=24 height=36 xoffset=-3 yoffset=-2 xadvance=21 page=0 chnl=15
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char id=249 x=344 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
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char id=250 x=368 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
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char id=253 x=464 y=76 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
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||||
char id=254 x=0 y=228 width=19 height=36 xoffset=-3 yoffset=-2 xadvance=16 page=0 chnl=15
|
||||
char id=255 x=0 y=114 width=22 height=36 xoffset=-3 yoffset=-2 xadvance=19 page=0 chnl=15
|
||||
BIN
MyGame/example-raylib/resources/pixantiqua.png
Normal file
|
After Width: | Height: | Size: 4.4 KiB |
BIN
MyGame/example-raylib/resources/pixantiqua.ttf
Normal file
BIN
MyGame/example-raylib/resources/plasma.png
Normal file
|
After Width: | Height: | Size: 568 KiB |
BIN
MyGame/example-raylib/resources/ps3.png
Normal file
|
After Width: | Height: | Size: 19 KiB |
BIN
MyGame/example-raylib/resources/raylib_logo.png
Normal file
|
After Width: | Height: | Size: 3.6 KiB |
BIN
MyGame/example-raylib/resources/raysan.png
Normal file
|
After Width: | Height: | Size: 5.6 KiB |
BIN
MyGame/example-raylib/resources/road.png
Normal file
|
After Width: | Height: | Size: 1006 B |
BIN
MyGame/example-raylib/resources/scarfy.png
Normal file
|
After Width: | Height: | Size: 10 KiB |
BIN
MyGame/example-raylib/resources/scarfy_run.gif
Normal file
|
After Width: | Height: | Size: 21 KiB |
|
|
@ -0,0 +1,20 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
if (texelColor.a == 0.0) discard;
|
||||
|
||||
gl_FragColor = texelColor*fragColor*colDiffuse;
|
||||
}
|
||||
23
MyGame/example-raylib/resources/shaders/glsl100/base.fs
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
// NOTE: Implement here your fragment shader code
|
||||
|
||||
gl_FragColor = texelColor*colDiffuse;
|
||||
}
|
||||
26
MyGame/example-raylib/resources/shaders/glsl100/base.vs
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
39
MyGame/example-raylib/resources/shaders/glsl100/bloom.fs
Normal file
|
|
@ -0,0 +1,39 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const vec2 size = vec2(800, 450); // render size
|
||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
|
||||
const float quality = 2.5; // lower = smaller glow, better quality
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture2D(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
||||
34
MyGame/example-raylib/resources/shaders/glsl100/blur.fs
Normal file
|
|
@ -0,0 +1,34 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800.0;
|
||||
const float renderHeight = 450.0;
|
||||
|
||||
vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
|
||||
vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
|
||||
|
||||
tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
|
||||
tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
|
||||
|
||||
tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
|
||||
tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
||||
26
MyGame/example-raylib/resources/shaders/glsl100/color_mix.fs
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform sampler2D texture1;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
uniform float divider;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor0 = texture2D(texture0, fragTexCoord);
|
||||
vec4 texelColor1 = texture2D(texture1, fragTexCoord);
|
||||
|
||||
float x = fract(fragTexCoord.s);
|
||||
float final = smoothstep(divider - 0.1, divider + 0.1, x);
|
||||
|
||||
gl_FragColor = mix(texelColor0, texelColor1, final);
|
||||
}
|
||||
|
|
@ -0,0 +1,47 @@
|
|||
# version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
float hatchOffsetY = 5.0;
|
||||
float lumThreshold01 = 0.9;
|
||||
float lumThreshold02 = 0.7;
|
||||
float lumThreshold03 = 0.5;
|
||||
float lumThreshold04 = 0.3;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 tc = vec3(1.0, 1.0, 1.0);
|
||||
float lum = length(texture2D(texture0, fragTexCoord).rgb);
|
||||
|
||||
if (lum < lumThreshold01)
|
||||
{
|
||||
if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
if (lum < lumThreshold02)
|
||||
{
|
||||
if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
if (lum < lumThreshold03)
|
||||
{
|
||||
if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
if (lum < lumThreshold04)
|
||||
{
|
||||
if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,57 @@
|
|||
# version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
// NOTE: Render size values must be passed from code
|
||||
const float renderWidth = 800.0;
|
||||
const float renderHeight = 450.0;
|
||||
|
||||
float stitchingSize = 6.0;
|
||||
int invert = 0;
|
||||
|
||||
vec4 PostFX(sampler2D tex, vec2 uv)
|
||||
{
|
||||
vec4 c = vec4(0.0);
|
||||
float size = stitchingSize;
|
||||
vec2 cPos = uv * vec2(renderWidth, renderHeight);
|
||||
vec2 tlPos = floor(cPos / vec2(size, size));
|
||||
tlPos *= size;
|
||||
|
||||
int remX = int(mod(cPos.x, size));
|
||||
int remY = int(mod(cPos.y, size));
|
||||
|
||||
if (remX == 0 && remY == 0) tlPos = cPos;
|
||||
|
||||
vec2 blPos = tlPos;
|
||||
blPos.y += (size - 1.0);
|
||||
|
||||
if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
|
||||
{
|
||||
if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
|
||||
else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
|
||||
else c = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
return c;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 tc = PostFX(texture0, fragTexCoord).rgb;
|
||||
|
||||
gl_FragColor = vec4(tc, 1.0);
|
||||
}
|
||||
29
MyGame/example-raylib/resources/shaders/glsl100/cubemap.fs
Normal file
|
|
@ -0,0 +1,29 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec3 fragPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D equirectangularMap;
|
||||
|
||||
vec2 SampleSphericalMap(vec3 v)
|
||||
{
|
||||
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
|
||||
uv *= vec2(0.1591, 0.3183);
|
||||
uv += 0.5;
|
||||
return uv;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Normalize local position
|
||||
vec2 uv = SampleSphericalMap(normalize(fragPosition));
|
||||
|
||||
// Fetch color from texture map
|
||||
vec3 color = texture2D(equirectangularMap, uv).rgb;
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
||||
20
MyGame/example-raylib/resources/shaders/glsl100/cubemap.vs
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 matProjection;
|
||||
uniform mat4 matView;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
varying vec3 fragPosition;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment position based on model transformations
|
||||
fragPosition = vertexPosition;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
|
|
@ -0,0 +1,60 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Custom variables
|
||||
const float PI = 3.14159265358979323846;
|
||||
uniform float uTime;
|
||||
|
||||
float divisions = 5.0;
|
||||
float angle = 0.0;
|
||||
|
||||
vec2 VectorRotateTime(vec2 v, float speed)
|
||||
{
|
||||
float time = uTime*speed;
|
||||
float localTime = fract(time); // The time domain this works on is 1 sec.
|
||||
|
||||
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
|
||||
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
|
||||
else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
|
||||
else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
|
||||
|
||||
// Rotate vector by angle
|
||||
v -= 0.5;
|
||||
v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
|
||||
v += 0.5;
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
float Rectangle(in vec2 st, in float size, in float fill)
|
||||
{
|
||||
float roundSize = 0.5 - size/2.0;
|
||||
float left = step(roundSize, st.x);
|
||||
float top = step(roundSize, st.y);
|
||||
float bottom = step(roundSize, 1.0 - st.y);
|
||||
float right = step(roundSize, 1.0 - st.x);
|
||||
|
||||
return (left*bottom*right*top)*fill;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fragPos = fragTexCoord;
|
||||
fragPos.xy += uTime/9.0;
|
||||
|
||||
fragPos *= divisions;
|
||||
vec2 ipos = floor(fragPos); // Get the integer coords
|
||||
vec2 fpos = fract(fragPos); // Get the fractional coords
|
||||
|
||||
fpos = VectorRotateTime(fpos, 0.2);
|
||||
|
||||
float alpha = Rectangle(fpos, 0.216, 1.0);
|
||||
vec3 color = vec3(0.3, 0.3, 0.3);
|
||||
|
||||
gl_FragColor = vec4(color, alpha);
|
||||
}
|
||||
26
MyGame/example-raylib/resources/shaders/glsl100/depth.fs
Normal file
|
|
@ -0,0 +1,26 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0; // Depth texture
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
float zNear = 0.01; // camera z near
|
||||
float zFar = 10.0; // camera z far
|
||||
float z = texture2D(texture0, fragTexCoord).x;
|
||||
|
||||
// Linearize depth value
|
||||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(depth, depth, depth, 1.0f);
|
||||
}
|
||||
|
|
@ -0,0 +1,54 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
|
||||
// NOTE: Default parameters for Oculus Rift DK2 device
|
||||
const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
|
||||
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
|
||||
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
|
||||
const vec2 RightScreenCenter = vec2(0.75, 0.5);
|
||||
const vec2 Scale = vec2(0.25, 0.45);
|
||||
const vec2 ScaleIn = vec2(4.0, 2.5);
|
||||
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
|
||||
const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
|
||||
|
||||
void main()
|
||||
{
|
||||
// The following two variables need to be set per eye
|
||||
vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
|
||||
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
|
||||
|
||||
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
|
||||
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
|
||||
float rSq = theta.x*theta.x + theta.y*theta.y;
|
||||
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
|
||||
//vec2 tc = LensCenter + Scale*theta1;
|
||||
|
||||
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
|
||||
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
|
||||
vec2 tcBlue = LensCenter + Scale*thetaBlue;
|
||||
|
||||
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);
|
||||
else
|
||||
{
|
||||
// Do blue texture lookup
|
||||
float blue = texture2D(texture0, tcBlue).b;
|
||||
|
||||
// Do green lookup (no scaling)
|
||||
vec2 tcGreen = LensCenter + Scale*theta1;
|
||||
float green = texture2D(texture0, tcGreen).g;
|
||||
|
||||
// Do red scale and lookup
|
||||
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
|
||||
vec2 tcRed = LensCenter + Scale*thetaRed;
|
||||
float red = texture2D(texture0, tcRed).r;
|
||||
|
||||
gl_FragColor = vec4(red, green, blue, 1.0);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,37 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = texture2D(texture0, fragTexCoord);
|
||||
|
||||
color += texture2D(texture0, fragTexCoord + 0.001);
|
||||
color += texture2D(texture0, fragTexCoord + 0.003);
|
||||
color += texture2D(texture0, fragTexCoord + 0.005);
|
||||
color += texture2D(texture0, fragTexCoord + 0.007);
|
||||
color += texture2D(texture0, fragTexCoord + 0.009);
|
||||
color += texture2D(texture0, fragTexCoord + 0.011);
|
||||
|
||||
color += texture2D(texture0, fragTexCoord - 0.001);
|
||||
color += texture2D(texture0, fragTexCoord - 0.003);
|
||||
color += texture2D(texture0, fragTexCoord - 0.005);
|
||||
color += texture2D(texture0, fragTexCoord - 0.007);
|
||||
color += texture2D(texture0, fragTexCoord - 0.009);
|
||||
color += texture2D(texture0, fragTexCoord - 0.011);
|
||||
|
||||
color.rgb = vec3((color.r + color.g + color.b)/3.0);
|
||||
color = color/9.5;
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
|
@ -0,0 +1,60 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
/*************************************************************************************
|
||||
|
||||
The Sieve of Eratosthenes -- a simple shader by ProfJski
|
||||
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
|
||||
|
||||
The screen is divided into a square grid of boxes, each representing an integer value.
|
||||
Each integer is tested to see if it is a prime number. Primes are colored white.
|
||||
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
|
||||
|
||||
You can change the scale variable to make a larger or smaller grid.
|
||||
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
|
||||
|
||||
WARNING: If you make scale too large, your GPU may bog down!
|
||||
|
||||
***************************************************************************************/
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Make a nice spectrum of colors based on counter and maxSize
|
||||
vec4 Colorizer(float counter, float maxSize)
|
||||
{
|
||||
float red = 0.0, green = 0.0, blue = 0.0;
|
||||
float normsize = counter/maxSize;
|
||||
|
||||
red = smoothstep(0.3, 0.7, normsize);
|
||||
green = sin(3.14159*normsize);
|
||||
blue = 1.0 - smoothstep(0.0, 0.4, normsize);
|
||||
|
||||
return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 color = vec4(1.0);
|
||||
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
|
||||
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
|
||||
int valuei = int(value);
|
||||
|
||||
//if ((valuei == 0) || (valuei == 1) || (valuei == 2)) gl_FragColor = vec4(1.0);
|
||||
//else
|
||||
{
|
||||
//for (int i = 2; (i < int(max(2.0, sqrt(value) + 1.0))); i++)
|
||||
// NOTE: On GLSL 100 for loops are restricted and loop condition must be a constant
|
||||
// Tested on RPI, it seems loops are limited around 60 iteractions
|
||||
for (int i = 2; i < 48; i++)
|
||||
{
|
||||
if ((value - float(i)*floor(value/float(i))) <= 0.0)
|
||||
{
|
||||
gl_FragColor = Colorizer(float(i), scale);
|
||||
//break; // Uncomment to color by the largest factor instead
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
43
MyGame/example-raylib/resources/shaders/glsl100/fisheye.fs
Normal file
|
|
@ -0,0 +1,43 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float PI = 3.1415926535;
|
||||
|
||||
void main()
|
||||
{
|
||||
float aperture = 178.0;
|
||||
float apertureHalf = 0.5 * aperture * (PI / 180.0);
|
||||
float maxFactor = sin(apertureHalf);
|
||||
|
||||
vec2 uv = vec2(0.0);
|
||||
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
|
||||
float d = length(xy);
|
||||
|
||||
if (d < (2.0 - maxFactor))
|
||||
{
|
||||
d = length(xy * maxFactor);
|
||||
float z = sqrt(1.0 - d * d);
|
||||
float r = atan(d, z) / PI;
|
||||
float phi = atan(xy.y, xy.x);
|
||||
|
||||
uv.x = r * cos(phi) + 0.5;
|
||||
uv.y = r * sin(phi) + 0.5;
|
||||
}
|
||||
else
|
||||
{
|
||||
uv = fragTexCoord.xy;
|
||||
}
|
||||
|
||||
gl_FragColor = texture2D(texture0, uv);
|
||||
}
|
||||
94
MyGame/example-raylib/resources/shaders/glsl100/fog.fs
Normal file
|
|
@ -0,0 +1,94 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
|
||||
struct MaterialProperty {
|
||||
vec3 color;
|
||||
int useSampler;
|
||||
sampler2D sampler;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 target;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
// Input lighting values
|
||||
uniform Light lights[MAX_LIGHTS];
|
||||
uniform vec4 ambient;
|
||||
uniform vec3 viewPos;
|
||||
uniform float fogDensity;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
vec3 lightDot = vec3(0.0);
|
||||
vec3 normal = normalize(fragNormal);
|
||||
vec3 viewD = normalize(viewPos - fragPosition);
|
||||
vec3 specular = vec3(0.0);
|
||||
|
||||
// NOTE: Implement here your fragment shader code
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
vec3 light = vec3(0.0);
|
||||
|
||||
if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
|
||||
if (lights[i].type == LIGHT_POINT) light = normalize(lights[i].position - fragPosition);
|
||||
|
||||
float NdotL = max(dot(normal, light), 0.0);
|
||||
lightDot += lights[i].color.rgb*NdotL;
|
||||
|
||||
float specCo = 0.0;
|
||||
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // Shine: 16.0
|
||||
specular += specCo;
|
||||
}
|
||||
}
|
||||
|
||||
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular,1))*vec4(lightDot, 1.0)));
|
||||
finalColor += texelColor*(ambient/10.0);
|
||||
|
||||
// Gamma correction
|
||||
finalColor = pow(finalColor, vec4(1.0/2.2));
|
||||
|
||||
// Fog calculation
|
||||
float dist = length(viewPos - fragPosition);
|
||||
|
||||
// these could be parameters...
|
||||
const vec4 fogColor = vec4(0.5, 0.5, 0.5, 1.0);
|
||||
//const float fogDensity = 0.16;
|
||||
|
||||
// Exponential fog
|
||||
float fogFactor = 1.0/exp((dist*fogDensity)*(dist*fogDensity));
|
||||
|
||||
// Linear fog (less nice)
|
||||
//const float fogStart = 2.0;
|
||||
//const float fogEnd = 10.0;
|
||||
//float fogFactor = (fogEnd - dist)/(fogEnd - fogStart);
|
||||
|
||||
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
|
||||
gl_FragColor = mix(fogColor, finalColor, fogFactor);
|
||||
}
|
||||
25
MyGame/example-raylib/resources/shaders/glsl100/grayscale.fs
Normal file
|
|
@ -0,0 +1,25 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
|
||||
|
||||
// Convert texel color to grayscale using NTSC conversion weights
|
||||
float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(gray, gray, gray, texelColor.a);
|
||||
}
|
||||