diff --git a/examples/shaders/resources/shaders/glsl100/ascii.fs b/examples/shaders/resources/shaders/glsl100/ascii.fs index d5e154c65..54e20bf66 100644 --- a/examples/shaders/resources/shaders/glsl100/ascii.fs +++ b/examples/shaders/resources/shaders/glsl100/ascii.fs @@ -14,30 +14,30 @@ uniform vec2 resolution; // Fontsize less then 9 may be not complete uniform float fontSize; -float greyScale(in vec3 col) +float GreyScale(in vec3 col) { return dot(col, vec3(0.2126, 0.7152, 0.0722)); } -float character(float n, vec2 p) +float GetCharacter(float n, vec2 p) { p = floor(p*vec2(-4.0, 4.0) + 2.5); - // Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0). + // Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0) if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5); - // This checked if the 'a'-th bit of 'n' was set. - float shifted_n = floor(n/pow(2.0, a)); + // This checked if the 'a'-th bit of 'n' was set + float shiftedN = floor(n/pow(2.0, a)); - if (mod(shifted_n, 2.0) == 1.0) + if (mod(shiftedN, 2.0) == 1.0) { - return 1.0; // The bit is on. + return 1.0; // The bit is on } } - return 0.0; // The bit is off, or we are outside the grid. + return 0.0; // The bit is off, or we are outside the grid } // ----------------------------------------------------------------------------- @@ -47,15 +47,15 @@ float character(float n, vec2 p) void main() { vec2 charPixelSize = vec2(fontSize, fontSize); - vec2 uvCellSize = charPixelSize / resolution; + vec2 uvCellSize = charPixelSize/resolution; // The cell size is based on the fontSize set by application - vec2 cellUV = floor(fragTexCoord / uvCellSize)*uvCellSize; + vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize; vec3 cellColor = texture2D(texture0, cellUV).rgb; // Gray is used to define what character will be selected to draw - float gray = greyScale(cellColor); + float gray = GreyScale(cellColor); float n = 4096.0; @@ -73,10 +73,8 @@ void main() vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0] - float charShape = character(n, p); - // cellColor and charShape will define the color of the char - vec3 color = cellColor*charShape; + vec3 color = cellColor*GetCharacter(n, p); gl_FragColor = vec4(color, 1.0); } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/ascii.fs b/examples/shaders/resources/shaders/glsl120/ascii.fs index af70efab6..09c572ae5 100644 --- a/examples/shaders/resources/shaders/glsl120/ascii.fs +++ b/examples/shaders/resources/shaders/glsl120/ascii.fs @@ -12,30 +12,30 @@ uniform vec2 resolution; // Fontsize less then 9 may be not complete uniform float fontSize; -float greyScale(in vec3 col) +float GreyScale(in vec3 col) { return dot(col, vec3(0.2126, 0.7152, 0.0722)); } -float character(float n, vec2 p) +float GetCharacter(float n, vec2 p) { p = floor(p*vec2(-4.0, 4.0) + 2.5); - // Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0). + // Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0) if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5); - // This checked if the 'a'-th bit of 'n' was set. - float shifted_n = floor(n/pow(2.0, a)); + // This checked if the 'a'-th bit of 'n' was set + float shiftedN = floor(n/pow(2.0, a)); - if (mod(shifted_n, 2.0) == 1.0) + if (mod(shiftedN, 2.0) == 1.0) { - return 1.0; // The bit is on. + return 1.0; // The bit is on } } - return 0.0; // The bit is off, or we are outside the grid. + return 0.0; // The bit is off, or we are outside the grid } // ----------------------------------------------------------------------------- @@ -53,7 +53,7 @@ void main() vec3 cellColor = texture2D(texture0, cellUV).rgb; // Gray is used to define what character will be selected to draw - float gray = greyScale(cellColor); + float gray = GreyScale(cellColor); float n = 4096.0; @@ -71,10 +71,8 @@ void main() vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0] - float charShape = character(n, p); - // cellColor and charShape will define the color of the char - vec3 color = cellColor*charShape; + vec3 color = cellColor*GetCharacter(n, p); gl_FragColor = vec4(color, 1.0); } \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/ascii.fs b/examples/shaders/resources/shaders/glsl330/ascii.fs index b3dd77eb2..3f73bf288 100644 --- a/examples/shaders/resources/shaders/glsl330/ascii.fs +++ b/examples/shaders/resources/shaders/glsl330/ascii.fs @@ -12,23 +12,26 @@ uniform vec2 resolution; // Fontsize less then 9 may be not complete uniform float fontSize; -float greyScale(in vec3 col) +float GreyScale(in vec3 col) { return dot(col, vec3(0.2126, 0.7152, 0.0722)); } -float character(int n, vec2 p) +float GetCharacter(int n, vec2 p) { p = floor(p*vec2(-4.0, 4.0) + 2.5); - // Check if the coordinate is inside the 5x5 grid (0 to 4). + // Check if the coordinate is inside the 5x5 grid (0 to 4) if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { - int a = int(round(p.x) + 5.0 * round(p.y)); - if (((n >> a) & 1) == 1) return 1.0; + int a = int(round(p.x) + 5.0*round(p.y)); + if (((n >> a) & 1) == 1) + { + return 1.0; + } } - return 0.0; // The bit is off, or we are outside the grid. + return 0.0; // The bit is off, or we are outside the grid } // ----------------------------------------------------------------------------- @@ -38,15 +41,15 @@ float character(int n, vec2 p) void main() { vec2 charPixelSize = vec2(fontSize, fontSize); - vec2 uvCellSize = charPixelSize / resolution; + vec2 uvCellSize = charPixelSize/resolution; // The cell size is based on the fontSize set by application - vec2 cellUV = floor(fragTexCoord / uvCellSize)*uvCellSize; + vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize; vec3 cellColor = texture(texture0, cellUV).rgb; // Gray is used to define what character will be selected to draw - float gray = greyScale(cellColor); + float gray = GreyScale(cellColor); int n = 4096; @@ -64,9 +67,7 @@ void main() vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0] - float charShape = character(n, p); - - vec3 color = cellColor*charShape; + vec3 color = cellColor*GetCharacter(n, p); finalColor = vec4(color, 1.0); } \ No newline at end of file diff --git a/examples/shaders/shaders_ascii_rendering.c b/examples/shaders/shaders_ascii_rendering.c index ca7593fa9..23ba1f549 100644 --- a/examples/shaders/shaders_ascii_rendering.c +++ b/examples/shaders/shaders_ascii_rendering.c @@ -48,14 +48,14 @@ int main(void) int fontSizeLoc = GetShaderLocation(shader, "fontSize"); // Set the character size for the ASCII effect - // fontsize should be 9 or more + // Fontsize should be 9 or more float fontSize = 9.0f; // Send the updated values to the shader float resolution[2] = { (float)screenWidth, (float)screenHeight }; SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); - Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f}; + Vector2 circlePos = (Vector2){40.0f, (float)screenHeight*0.5f}; float circleSpeed = 1.0f; // RenderTexture to apply the postprocessing later @@ -70,19 +70,11 @@ int main(void) // Update //---------------------------------------------------------------------------------- - if (IsKeyPressed(KEY_LEFT) && fontSize > 9.0) - { - fontSize -= 1; // Reduce fontSize - } + if (IsKeyPressed(KEY_LEFT) && fontSize > 9.0) fontSize -= 1; // Reduce fontSize - if (IsKeyPressed(KEY_RIGHT) && fontSize < 15.0) - { - fontSize += 1; // Increase fontSize - } + if (IsKeyPressed(KEY_RIGHT) && fontSize < 15.0) fontSize += 1; // Increase fontSize - if (circlePos.x > 200.0f || circlePos.x < 40.0f) { - circleSpeed *= -1; - } + if (circlePos.x > 200.0f || circlePos.x < 40.0f) circleSpeed *= -1; // Revert speed circlePos.x += circleSpeed; @@ -106,8 +98,8 @@ int main(void) BeginShaderMode(shader); - // Draw the scene texture (that we rendered earlier) to the screen. - // The shader will process every pixel of this texture. + // Draw the scene texture (that we rendered earlier) to the screen + // The shader will process every pixel of this texture DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 },