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Updated shaders pack

Some deep review of this shaders is required for optimization...
raysan5 9 years ago
parent
commit
61558ab83f

+ 1 - 1
shaders/glsl100/bloom.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 

+ 4 - 3
shaders/glsl100/blur.fs

@@ -8,12 +8,13 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 
-const float renderWidth = 1280;
-const float renderHeight = 720;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
 
 float offset[3] = float[]( 0.0, 1.3846153846, 3.2307692308 );
 float weight[3] = float[]( 0.2270270270, 0.3162162162, 0.0702702703 );

+ 1 - 1
shaders/glsl100/cross_hatching.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 

+ 4 - 3
shaders/glsl100/cross_stitching.fs

@@ -8,12 +8,13 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 
-const float renderWidth = 1280;
-const float renderHeight = 720;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
 
 float stitchingSize = 6.0f;
 

+ 1 - 1
shaders/glsl100/dream_vision.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 

+ 1 - 1
shaders/glsl100/fisheye.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 

+ 4 - 3
shaders/glsl100/pixel.fs

@@ -8,12 +8,13 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables 
 
-const float renderWidth = 1280;
-const float renderHeight = 720;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
 
 uniform float pixelWidth = 5.0f;
 uniform float pixelHeight = 5.0f;

+ 1 - 1
shaders/glsl100/posterization.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 

+ 1 - 1
shaders/glsl100/predator.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 

+ 1 - 1
shaders/glsl100/scanlines.fs

@@ -8,7 +8,7 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 

+ 4 - 9
shaders/glsl100/standard.fs

@@ -34,7 +34,6 @@ struct Light {
 };
 
 const int maxLights = 8;
-uniform int lightsCount;
 uniform Light lights[maxLights];
 
 vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
@@ -134,19 +133,15 @@ void main()
     float spec = 1.0;
     if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
     
-    for (int i = 0; i < lightsCount; i++)
+    for (int i = 0; i < maxLights; i++)
     {
         // Check if light is enabled
         if (lights[i].enabled == 1)
         {
             // Calculate lighting based on light type
-            switch (lights[i].type)
-            {
-                case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
-                case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
-                case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
-                default: break;
-            }
+            if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
+            else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
+            else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
         }
     }
     

+ 4 - 3
shaders/glsl100/swirl.fs

@@ -8,12 +8,13 @@ varying vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 
-const float renderWidth = 800.0;      // HARDCODED for example!
-const float renderHeight = 480.0;     // Use uniforms instead...
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
 
 float radius = 250.0;
 float angle = 0.8;

+ 1 - 1
shaders/glsl330/bloom.fs

@@ -6,7 +6,7 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;

+ 4 - 3
shaders/glsl330/blur.fs

@@ -6,15 +6,16 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;
 
 // NOTE: Add here your custom variables
 
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
 
 float offset[3] = float[](0.0, 1.3846153846, 3.2307692308);
 float weight[3] = float[](0.2270270270, 0.3162162162, 0.0702702703);

+ 1 - 1
shaders/glsl330/cross_hatching.fs

@@ -6,7 +6,7 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;

+ 4 - 3
shaders/glsl330/cross_stitching.fs

@@ -6,15 +6,16 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;
 
 // NOTE: Add here your custom variables
 
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800.0;
+const float renderHeight = 450.0;
 
 float stitchingSize = 6.0;
 

+ 1 - 1
shaders/glsl330/depth.fs

@@ -6,7 +6,7 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;     // Depth texture
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;

+ 1 - 1
shaders/glsl330/dream_vision.fs

@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
 out vec4 fragColor;
 
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables
 

+ 1 - 1
shaders/glsl330/fisheye.fs

@@ -5,7 +5,7 @@ in vec2 fragTexCoord;
 out vec4 fragColor;
 
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // NOTE: Add here your custom variables 
 

+ 4 - 3
shaders/glsl330/pixel.fs

@@ -6,15 +6,16 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;
 
 // NOTE: Add here your custom variables
 
-const float renderWidth = 1280.0;
-const float renderHeight = 720.0;
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
 
 uniform float pixelWidth = 5.0;
 uniform float pixelHeight = 5.0;

+ 1 - 1
shaders/glsl330/posterization.fs

@@ -6,7 +6,7 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;

+ 1 - 1
shaders/glsl330/predator.fs

@@ -6,7 +6,7 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;

+ 5 - 2
shaders/glsl330/scanlines.fs

@@ -6,20 +6,23 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;
 
 // NOTE: Add here your custom variables
 
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
 float offset = 0.0;
-float frequency = 720.0/3.0;
 
 uniform float time;
 
 void main()
 {
+    float frequency = renderHeight/3.0;
 /*
     // Scanlines method 1
     float tval = 0; //time

+ 4 - 9
shaders/glsl330/standard.fs

@@ -34,7 +34,6 @@ struct Light {
 };
 
 const int maxLights = 8;
-uniform int lightsCount;
 uniform Light lights[maxLights];
 
 vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
@@ -134,19 +133,15 @@ void main()
     float spec = 1.0;
     if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
     
-    for (int i = 0; i < lightsCount; i++)
+    for (int i = 0; i < maxLights; i++)
     {
         // Check if light is enabled
         if (lights[i].enabled == 1)
         {
             // Calculate lighting based on light type
-            switch (lights[i].type)
-            {
-                case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
-                case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
-                case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
-                default: break;
-            }
+            if(lights[i].type == 0) lighting += CalcPointLight(lights[i], n, v, spec);
+            else if(lights[i].type == 1) lighting += CalcDirectionalLight(lights[i], n, v, spec);
+            else if(lights[i].type == 2) lighting += CalcSpotLight(lights[i], n, v, spec);
         }
     }
     

+ 4 - 3
shaders/glsl330/swirl.fs

@@ -6,15 +6,16 @@ in vec4 fragColor;
 
 // Input uniform values
 uniform sampler2D texture0;
-uniform vec4 fragTintColor;
+uniform vec4 colDiffuse;
 
 // Output fragment color
 out vec4 finalColor;
 
 // NOTE: Add here your custom variables
 
-const float renderWidth = 800.0;      // HARDCODED for example!
-const float renderHeight = 480.0;     // Use uniforms instead...
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
 
 float radius = 250.0;
 float angle = 0.8;