Refactored as requested

This commit is contained in:
maiconpintoabreu 2025-09-30 11:30:10 +01:00
parent 035628a470
commit 476986ca08
4 changed files with 42 additions and 53 deletions

View File

@ -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
}
// -----------------------------------------------------------------------------
@ -55,7 +55,7 @@ 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;
@ -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);
}

View File

@ -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);
}

View File

@ -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;
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
}
// -----------------------------------------------------------------------------
@ -46,7 +49,7 @@ void main()
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);
}

View File

@ -48,7 +48,7 @@ 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
@ -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 },