diff options
Diffstat (limited to 'assets')
| -rw-r--r-- | assets/Basic.glsl | 31 | ||||
| -rw-r--r-- | assets/Compute.glsl | 24 | ||||
| -rw-r--r-- | assets/ImageProcessing.glsl | 31 | ||||
| -rw-r--r-- | assets/ParticleSystem.glsl | 58 | ||||
| -rw-r--r-- | assets/TextureProcessor.glsl | 43 | ||||
| -rw-r--r-- | assets/Textured.glsl | 41 |
6 files changed, 0 insertions, 228 deletions
diff --git a/assets/Basic.glsl b/assets/Basic.glsl deleted file mode 100644 index f6016f7..0000000 --- a/assets/Basic.glsl +++ /dev/null @@ -1,31 +0,0 @@ -#type vertex -#version 330 core - -layout(location = 0) in vec3 a_Position; -layout(location = 1) in vec4 a_Color; - -uniform mat4 u_ViewProjection; -uniform mat4 u_Transform; - -out vec3 v_Position; -out vec4 v_Color; - -void main() -{ - v_Position = a_Position; - v_Color = a_Color; - gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0); -} - -#type fragment -#version 330 core - -layout(location = 0) out vec4 color; - -in vec3 v_Position; -in vec4 v_Color; - -void main() -{ - color = v_Color; -} diff --git a/assets/Compute.glsl b/assets/Compute.glsl deleted file mode 100644 index 9a36a84..0000000 --- a/assets/Compute.glsl +++ /dev/null @@ -1,24 +0,0 @@ -#type compute -#version 430 core - -layout(local_size_x = 256) in; - -layout(std430, binding = 0) buffer InputBuffer -{ - float data[]; -} inputBuffer; - -layout(std430, binding = 1) buffer OutputBuffer -{ - float data[]; -} outputBuffer; - -uniform float u_Scale; -uniform float u_Offset; - -void main() -{ - uint index = gl_GlobalInvocationID.x; - float inputValue = inputBuffer.data[index]; - outputBuffer.data[index] = inputValue * u_Scale + u_Offset; -} diff --git a/assets/ImageProcessing.glsl b/assets/ImageProcessing.glsl deleted file mode 100644 index 3a05425..0000000 --- a/assets/ImageProcessing.glsl +++ /dev/null @@ -1,31 +0,0 @@ -#type compute -#version 430 core - -layout(local_size_x = 16, local_size_y = 16) in; - -layout(binding = 0) uniform sampler2D u_InputTexture; -layout(binding = 1, rgba8) uniform image2D u_OutputTexture; - -uniform vec2 u_TextureSize; -uniform float u_Brightness; -uniform float u_Contrast; -uniform float u_Saturation; - -void main() -{ - ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy); - - if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y)) - return; - - vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize; - vec4 color = texture(u_InputTexture, texCoord); - - color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness; - - float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114)); - color.rgb = mix(vec3(luminance), color.rgb, u_Saturation); - color.rgb = clamp(color.rgb, 0.0, 1.0); - - imageStore(u_OutputTexture, pixelCoord, color); -} diff --git a/assets/ParticleSystem.glsl b/assets/ParticleSystem.glsl deleted file mode 100644 index d40726d..0000000 --- a/assets/ParticleSystem.glsl +++ /dev/null @@ -1,58 +0,0 @@ -#type compute -#version 430 core - -layout(local_size_x = 256) in; - -struct Particle -{ - vec4 position; // xyz = position, w = lifetime - vec4 velocity; // xyz = velocity, w = mass - vec4 color; // rgba = color -}; - -layout(std430, binding = 0) buffer ParticleBuffer -{ - Particle particles[]; -} particleBuffer; - -uniform float u_DeltaTime; -uniform vec3 u_Gravity; -uniform vec3 u_EmitterPosition; -uniform float u_EmissionRate; -uniform float u_ParticleLifetime; -uniform float u_Time; - -void main() -{ - uint index = gl_GlobalInvocationID.x; - - if (index >= particles.length()) - return; - - Particle particle = particleBuffer.particles[index]; - - particle.position.w -= u_DeltaTime; - - if (particle.position.w <= 0.0) - { - particle.position.xyz = u_EmitterPosition; - particle.position.w = u_ParticleLifetime; - - float angle = fract(sin(dot(vec2(index, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 2.0 * 3.14159; - float speed = 2.0 + fract(sin(dot(vec2(index + 1, u_Time), vec2(12.9898, 78.233))) * 43758.5453) * 3.0; - particle.velocity.xyz = vec3(cos(angle) * speed, 5.0, sin(angle) * speed); - particle.velocity.w = 1.0; - - particle.color = vec4(1.0, 0.5 + 0.5 * fract(sin(index * 123.456) * 43758.5453), 0.2, 1.0); - } - else - { - particle.velocity.xyz += u_Gravity * u_DeltaTime; - particle.position.xyz += particle.velocity.xyz * u_DeltaTime; - - float lifeRatio = particle.position.w / u_ParticleLifetime; - particle.color.a = lifeRatio; - } - - particleBuffer.particles[index] = particle; -} diff --git a/assets/TextureProcessor.glsl b/assets/TextureProcessor.glsl deleted file mode 100644 index a234ac8..0000000 --- a/assets/TextureProcessor.glsl +++ /dev/null @@ -1,43 +0,0 @@ -#type compute -#version 430 core - -layout(local_size_x = 16, local_size_y = 16) in; - -layout(binding = 0) uniform sampler2D u_InputTexture; -layout(binding = 1, rgba8) uniform image2D u_OutputTexture; - -uniform vec2 u_TextureSize; -uniform float u_Time; -uniform float u_Brightness; -uniform float u_Contrast; -uniform float u_Saturation; - -void main() -{ - ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy); - - if (pixelCoord.x >= int(u_TextureSize.x) || pixelCoord.y >= int(u_TextureSize.y)) - return; - - vec2 texCoord = (vec2(pixelCoord) + 0.5) / u_TextureSize; - vec4 color = texture(u_InputTexture, texCoord); - - float time = u_Time * 2.0f; - float u = texCoord.x; - float v = texCoord.y; - - float wave = sin(u * 10.0f + time) * cos(v * 10.0f + time * 0.5f); - wave = (wave + 1.0f) * 0.5f; - - vec4 animatedColor = vec4(wave, 1.0f - wave, (u + v) * 0.5f, 1.0f); - color = mix(color, animatedColor, 0.3f); - - color.rgb = (color.rgb - 0.5) * u_Contrast + 0.5 + u_Brightness; - - float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114)); - color.rgb = mix(vec3(luminance), color.rgb, u_Saturation); - - color.rgb = clamp(color.rgb, 0.0, 1.0); - - imageStore(u_OutputTexture, pixelCoord, color); -} diff --git a/assets/Textured.glsl b/assets/Textured.glsl deleted file mode 100644 index ad135fe..0000000 --- a/assets/Textured.glsl +++ /dev/null @@ -1,41 +0,0 @@ -#type vertex -#version 330 core - -layout(location = 0) in vec3 a_Position; -layout(location = 1) in vec4 a_Color; -layout(location = 2) in vec2 a_TexCoord; - -uniform mat4 u_ViewProjection; -uniform mat4 u_Transform; - -out vec3 v_Position; -out vec4 v_Color; -out vec2 v_TexCoord; - -void main() -{ - v_Position = a_Position; - v_Color = a_Color; - v_TexCoord = a_TexCoord; - gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0); -} - -#type fragment -#version 330 core - -layout(location = 0) out vec4 color; - -in vec3 v_Position; -in vec4 v_Color; -in vec2 v_TexCoord; - -uniform sampler2D u_Texture; - -void main() -{ - vec4 texColor = texture(u_Texture, v_TexCoord); - if (texColor.rgb == vec3(0.0)) - color = v_Color; - else - color = v_Color * texColor; -} |
