Update shader for android
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parent
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11
Readme.md
11
Readme.md
@ -1,10 +1,3 @@
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# how to build
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```
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g++ build.cpp -o build
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./build
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or
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./build run
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```
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# Code style
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@ -35,6 +28,6 @@ or
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## Generate shader .h files
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```
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xxd -i shaders/sun_100.fs > inc/sunShader.hpp
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xxd -i shaders/sun_330.fs >> inc/sunShader.hpp
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xxd -i shaders/sun_100.fs > shared/inc/canvas/sunShader.hpp
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xxd -i shaders/sun_330.fs >> shared/inc/canvas/sunShader.hpp
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```
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@ -1,17 +1,17 @@
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#version 100
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#version 300 es
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precision mediump float;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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out vec4 finalColor;
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uniform vec3 color;
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uniform float sun_radius;
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uniform float start_transperency;
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vec2 offset = vec2(1.0, 1.0);
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float sun_end = 1.0;
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float start_transparency = 0.40f;
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float sun_radius = 0.6f;
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float sun_end = 1.0f;
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void main()
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{
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@ -20,17 +20,13 @@ void main()
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float radius = length(offset);
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if(radius < sun_radius){
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gl_FragColor = vec4(color, 1.0);
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finalColor = vec4(color, 1.0);
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}else if(radius < sun_end){
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float gradient = radius;
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gradient -= sun_radius;
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gradient = gradient / (sun_end - sun_radius) * start_transperency;
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gl_FragColor = vec4(color, start_transperency - gradient);
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gradient = gradient / 0.4f * start_transparency;
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finalColor = vec4(color, start_transparency - gradient);
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}else{
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gl_FragColor = vec4(color, 0.0);
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finalColor = vec4(color, 0.0);
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}
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}
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}
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@ -5,9 +5,10 @@ in vec4 fragColor;
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out vec4 finalColor;
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uniform vec3 color;
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uniform float sun_radius;
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uniform float start_transperency;
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vec2 offset = vec2(1.0f, 1.0f);
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vec2 offset = vec2(1.0, 1.0);
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float start_transparency = 0.40f;
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float sun_radius = 0.6f;
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float sun_end = 1.0f;
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void main()
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@ -20,8 +21,8 @@ void main()
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}else if(radius < sun_end){
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float gradient = radius;
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gradient -= sun_radius;
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gradient = gradient / (sun_end - sun_radius) * start_transperency;
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finalColor = vec4(color, start_transperency - gradient);
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gradient = gradient / 0.4f * start_transparency;
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finalColor = vec4(color, start_transparency - gradient);
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}else{
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finalColor = vec4(color, 0.0f);
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}
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@ -6,7 +6,6 @@ public:
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static void init();
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static void deinit();
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static void setColor(Color color);
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static void setSoftEdge(bool soft);
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static void draw(float x, float y, float size);
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Circle() = delete;
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@ -16,11 +15,6 @@ private:
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static RenderTexture2D target;
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static Shader shader;
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static float radius;
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static float start_transperency;
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static float c[3];
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static int radius_loc;
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static int start_transperency_loc;
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static int colorLoc;
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};
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@ -1,88 +1,123 @@
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const char *sun_shader_100 = "#version 100\n\
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precision mediump float;\
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varying vec2 fragTexCoord;\
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varying vec4 fragColor;\
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uniform vec3 color;\
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uniform float sun_radius;\
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uniform float start_transperency;\
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vec2 offset = vec2(1.0, 1.0);\
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float sun_end = 1.0;\
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void main()\
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{\
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offset.x -= fragTexCoord.x * 2.0;\
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offset.y -= fragTexCoord.y * 2.0;\
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float radius = length(offset);\
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if (radius < sun_radius) {\
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gl_FragColor = vec4(color, 1.0);\
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}\
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else if (radius < sun_end) {\
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float gradient = radius;\
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gradient -= sun_radius;\
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gradient = gradient / (sun_end - sun_radius) * start_transperency;\
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gl_FragColor = vec4(color, start_transperency - gradient);\
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}\
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else {\
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gl_FragColor = vec4(color, 0.0);\
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}\
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}";
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unsigned char shaders_sun_100_fs[] = {
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};
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unsigned int shaders_sun_100_fs_len = 710;
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unsigned char shaders_sun_330_fs[] = {
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|
||||
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||||
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|
||||
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|
||||
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|
||||
0x20, 0x20, 0x7d, 0x0a, 0x7d, 0x0a
|
||||
};
|
||||
unsigned int shaders_sun_330_fs_len = 678;
|
||||
|
@ -52,7 +52,6 @@ void BackGround::deinit()
|
||||
|
||||
void BackGround::draw(Dna *dna)
|
||||
{
|
||||
Circle::setSoftEdge(true);
|
||||
m_dna = dna;
|
||||
mountenSeed = dna->mountenSeed;
|
||||
starSeed = dna->starSeed;
|
||||
|
@ -6,11 +6,7 @@
|
||||
|
||||
RenderTexture2D Circle::target;
|
||||
Shader Circle::shader;
|
||||
float Circle::radius;
|
||||
float Circle::start_transperency;
|
||||
float Circle::c[3];
|
||||
int Circle::radius_loc;
|
||||
int Circle::start_transperency_loc;
|
||||
int Circle::colorLoc;
|
||||
|
||||
void Circle::init()
|
||||
@ -22,14 +18,6 @@ void Circle::init()
|
||||
#endif
|
||||
target = LoadRenderTexture(sizeTexute, sizeTexute);
|
||||
|
||||
radius = 0.6f;
|
||||
radius_loc = GetShaderLocation(shader, "sun_radius");
|
||||
SetShaderValue(shader, radius_loc, &radius, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
start_transperency = 0.40f;
|
||||
start_transperency_loc = GetShaderLocation(shader, "start_transperency");
|
||||
SetShaderValue(shader, start_transperency_loc, &start_transperency, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
c[0] = 1.0f;
|
||||
c[1] = 1.0f;
|
||||
c[2] = 1.0f;
|
||||
@ -55,19 +43,6 @@ void Circle::setColor(Color color)
|
||||
SetShaderValue(shader, colorLoc, c, SHADER_UNIFORM_VEC3);
|
||||
}
|
||||
|
||||
void Circle::setSoftEdge(bool soft)
|
||||
{
|
||||
if (soft)
|
||||
{
|
||||
radius = 0.6f;
|
||||
}
|
||||
else
|
||||
{
|
||||
radius = 1.0f;
|
||||
}
|
||||
SetShaderValue(shader, radius_loc, &radius, SHADER_UNIFORM_FLOAT);
|
||||
}
|
||||
|
||||
void Circle::draw(float x, float y, float size)
|
||||
{
|
||||
Rectangle dest = {x - size, y - size, size * 2, size * 2};
|
||||
|
@ -1,7 +1,6 @@
|
||||
#include <cmath>
|
||||
|
||||
#include "canvas/Tree.hpp"
|
||||
#include "canvas/Circle.hpp"
|
||||
|
||||
#include <raylib.h>
|
||||
#include <raymath.h>
|
||||
@ -45,8 +44,6 @@ void Tree::init(int size)
|
||||
|
||||
void Tree::draw(Dna *dna)
|
||||
{
|
||||
Circle::setSoftEdge(false);
|
||||
|
||||
m_dna = dna;
|
||||
branchSeed = dna->branchSeed;
|
||||
drawCalls.push_back({start, 180.0f, 0});
|
||||
|
Loading…
x
Reference in New Issue
Block a user