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Update tutorial resource files

This commit is contained in:
Timothy Warren 2021-11-29 14:59:01 -05:00
parent d0b0a84984
commit 9d1851be17
12 changed files with 123 additions and 123 deletions

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resources/SmallDungeon_80x50.xp Executable file

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#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec2 TexCoords; in vec2 TexCoords;
uniform sampler2D screenTexture; uniform sampler2D screenTexture;
void main() void main()
{ {
vec3 col = texture(screenTexture, TexCoords).rgb; vec3 col = texture(screenTexture, TexCoords).rgb;
FragColor = vec4(col, 1.0); FragColor = vec4(col, 1.0);
} }

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#version 330 core #version 330 core
layout (location = 0) in vec2 aPos; layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords; layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords; out vec2 TexCoords;
void main() void main()
{ {
TexCoords = aTexCoords; TexCoords = aTexCoords;
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0); gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
} }

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#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec3 ourColor; in vec3 ourColor;
in vec2 TexCoord; in vec2 TexCoord;
in vec3 ourBackground; in vec3 ourBackground;
// texture sampler // texture sampler
uniform sampler2D texture1; uniform sampler2D texture1;
void main() void main()
{ {
vec4 original = texture(texture1, TexCoord); vec4 original = texture(texture1, TexCoord);
if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard; if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard;
vec4 fg = original * vec4(ourColor, 1.f); vec4 fg = original * vec4(ourColor, 1.f);
FragColor = fg; FragColor = fg;
} }

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#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor; layout (location = 1) in vec3 aColor;
layout (location = 2) in vec3 bColor; layout (location = 2) in vec3 bColor;
layout (location = 3) in vec2 aTexCoord; layout (location = 3) in vec2 aTexCoord;
out vec3 ourColor; out vec3 ourColor;
out vec3 ourBackground; out vec3 ourBackground;
out vec2 TexCoord; out vec2 TexCoord;
void main() void main()
{ {
gl_Position = vec4(aPos, 1.0); gl_Position = vec4(aPos, 1.0);
ourColor = aColor; ourColor = aColor;
ourBackground = bColor; ourBackground = bColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y); TexCoord = vec2(aTexCoord.x, aTexCoord.y);
} }

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#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec3 ourColor; in vec3 ourColor;
in vec2 TexCoord; in vec2 TexCoord;
in vec3 ourBackground; in vec3 ourBackground;
// texture sampler // texture sampler
uniform sampler2D texture1; uniform sampler2D texture1;
void main() void main()
{ {
vec4 original = texture(texture1, TexCoord); vec4 original = texture(texture1, TexCoord);
vec4 fg = original.r > 0.1f || original.g > 0.1f || original.b > 0.1f ? original * vec4(ourColor, 1.f) : vec4(ourBackground, 1.f); vec4 fg = original.r > 0.1f || original.g > 0.1f || original.b > 0.1f ? original * vec4(ourColor, 1.f) : vec4(ourBackground, 1.f);
FragColor = fg; FragColor = fg;
} }

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#version 330 core #version 330 core
layout (location = 0) in vec3 aPos; layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor; layout (location = 1) in vec3 aColor;
layout (location = 2) in vec3 bColor; layout (location = 2) in vec3 bColor;
layout (location = 3) in vec2 aTexCoord; layout (location = 3) in vec2 aTexCoord;
out vec3 ourColor; out vec3 ourColor;
out vec3 ourBackground; out vec3 ourBackground;
out vec2 TexCoord; out vec2 TexCoord;
void main() void main()
{ {
gl_Position = vec4(aPos, 1.0); gl_Position = vec4(aPos, 1.0);
ourColor = aColor; ourColor = aColor;
ourBackground = bColor; ourBackground = bColor;
TexCoord = vec2(aTexCoord.x, aTexCoord.y); TexCoord = vec2(aTexCoord.x, aTexCoord.y);
} }

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#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec2 TexCoords; in vec2 TexCoords;
uniform sampler2D screenTexture; uniform sampler2D screenTexture;
uniform vec3 screenSize; uniform vec3 screenSize;
uniform bool screenBurn; uniform bool screenBurn;
void main() void main()
{ {
vec3 col = texture(screenTexture, TexCoords).rgb; vec3 col = texture(screenTexture, TexCoords).rgb;
float scanLine = mod(gl_FragCoord.y, 2.0) * 0.25; float scanLine = mod(gl_FragCoord.y, 2.0) * 0.25;
vec3 scanColor = col.rgb - scanLine; vec3 scanColor = col.rgb - scanLine;
if (col.r < 0.1f && col.g < 0.1f && col.b < 0.1f) { if (col.r < 0.1f && col.g < 0.1f && col.b < 0.1f) {
if (screenBurn) { if (screenBurn) {
float dist = (1.0 - distance(vec2(gl_FragCoord.x / screenSize.x, gl_FragCoord.y / screenSize.y), vec2(0.5,0.5))) * 0.2; float dist = (1.0 - distance(vec2(gl_FragCoord.x / screenSize.x, gl_FragCoord.y / screenSize.y), vec2(0.5,0.5))) * 0.2;
FragColor = vec4(0.0, dist, dist, 1.0); FragColor = vec4(0.0, dist, dist, 1.0);
} else { } else {
FragColor = vec4(0.0, 0.0, 0.0, 1.0); FragColor = vec4(0.0, 0.0, 0.0, 1.0);
} }
} else { } else {
FragColor = vec4(scanColor, 1.0); FragColor = vec4(scanColor, 1.0);
} }
} }

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#version 330 core #version 330 core
layout (location = 0) in vec2 aPos; layout (location = 0) in vec2 aPos;
layout (location = 1) in vec2 aTexCoords; layout (location = 1) in vec2 aTexCoords;
out vec2 TexCoords; out vec2 TexCoords;
void main() void main()
{ {
TexCoords = aTexCoords; TexCoords = aTexCoords;
gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0); gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
} }

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resources/wfc-populated.xp Executable file

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