From 6afeab30f84bc19fc4fc3dd842e7b093d4c5a9fa Mon Sep 17 00:00:00 2001 From: hachem Date: Wed, 13 Aug 2025 19:32:08 +0200 Subject: [fix]: Rename `assets` -> `Assets` --- Assets/Basic.glsl | 31 +++++++++++++++++++++++ Assets/Compute.glsl | 24 ++++++++++++++++++ Assets/ImageProcessing.glsl | 31 +++++++++++++++++++++++ Assets/ParticleSystem.glsl | 58 ++++++++++++++++++++++++++++++++++++++++++++ Assets/TextureProcessor.glsl | 43 ++++++++++++++++++++++++++++++++ Assets/Textured.glsl | 41 +++++++++++++++++++++++++++++++ assets/Basic.glsl | 31 ----------------------- assets/Compute.glsl | 24 ------------------ assets/ImageProcessing.glsl | 31 ----------------------- assets/ParticleSystem.glsl | 58 -------------------------------------------- assets/TextureProcessor.glsl | 43 -------------------------------- assets/Textured.glsl | 41 ------------------------------- 12 files changed, 228 insertions(+), 228 deletions(-) create mode 100644 Assets/Basic.glsl create mode 100644 Assets/Compute.glsl create mode 100644 Assets/ImageProcessing.glsl create mode 100644 Assets/ParticleSystem.glsl create mode 100644 Assets/TextureProcessor.glsl create mode 100644 Assets/Textured.glsl delete mode 100644 assets/Basic.glsl delete mode 100644 assets/Compute.glsl delete mode 100644 assets/ImageProcessing.glsl delete mode 100644 assets/ParticleSystem.glsl delete mode 100644 assets/TextureProcessor.glsl delete mode 100644 assets/Textured.glsl diff --git a/Assets/Basic.glsl b/Assets/Basic.glsl new file mode 100644 index 0000000..f6016f7 --- /dev/null +++ b/Assets/Basic.glsl @@ -0,0 +1,31 @@ +#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 new file mode 100644 index 0000000..9a36a84 --- /dev/null +++ b/Assets/Compute.glsl @@ -0,0 +1,24 @@ +#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 new file mode 100644 index 0000000..3a05425 --- /dev/null +++ b/Assets/ImageProcessing.glsl @@ -0,0 +1,31 @@ +#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 new file mode 100644 index 0000000..d40726d --- /dev/null +++ b/Assets/ParticleSystem.glsl @@ -0,0 +1,58 @@ +#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 new file mode 100644 index 0000000..a234ac8 --- /dev/null +++ b/Assets/TextureProcessor.glsl @@ -0,0 +1,43 @@ +#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 new file mode 100644 index 0000000..ad135fe --- /dev/null +++ b/Assets/Textured.glsl @@ -0,0 +1,41 @@ +#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; +} 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; -} -- cgit v1.3