diff --git a/examples/shaders/resources/shaders/glsl100/ascii.fs b/examples/shaders/resources/shaders/glsl100/ascii.fs new file mode 100644 index 000000000000..a4a930c3c26d --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/ascii.fs @@ -0,0 +1,67 @@ +#version 100 + +precision mediump float; + +// Input from the vertex shader +varying vec2 fragTexCoord; + +// Output color for the screen +varying vec4 finalColor; + +uniform sampler2D texture0; +uniform vec2 resolution; +uniform float fontSize; + +float greyScale(in vec3 col) { + return dot(col, vec3(0.2126, 0.7152, 0.0722)); +} + +float character(float n, vec2 p) +{ + p = floor(p * vec2(4.0, -4.0) + 2.5); + + // Check if the coordinate is inside the 5x5 grid (0 to 4). + if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { + + if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) { + return 1.0; // The bit is on, so draw this part of the character. + } + } + + return 0.0; // The bit is off, or we are outside the grid. +} + +// ----------------------------------------------------------------------------- +// Main shader logic +// ----------------------------------------------------------------------------- +void main() +{ + vec2 charPixelSize = vec2(fontSize, fontSize * 1.8); + vec2 uvCellSize = charPixelSize / resolution; + + vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize; + + vec3 cellColor = texture2D(texture0, cellUV).rgb; + float gray = greyScale(cellColor); + + float n = 4096; + + // limited character set + if (gray > 0.2) n = 65600.0; // : + if (gray > 0.3) n = 163153.0; // * + if (gray > 0.4) n = 15255086.0; // o + if (gray > 0.5) n = 13121101.0; // & + if (gray > 0.6) n = 15252014.0; // 8 + if (gray > 0.7) n = 13195790.0; // @ + if (gray > 0.8) n = 11512810.0; // # + + vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0] + + vec2 p = localUV * 2.0 - 1.0; + + float charShape = character(n, p); + + vec3 final_col = cellColor * charShape; + + gl_FragColor = vec4(final_col, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl120/ascii.fs b/examples/shaders/resources/shaders/glsl120/ascii.fs new file mode 100644 index 000000000000..3521c8b331e1 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl120/ascii.fs @@ -0,0 +1,65 @@ +#version 120 + +// Input from the vertex shader +varying vec2 fragTexCoord; + +// Output color for the screen +varying vec4 finalColor; + +uniform sampler2D texture0; +uniform vec2 resolution; +uniform float fontSize; + +float greyScale(in vec3 col) { + return dot(col, vec3(0.2126, 0.7152, 0.0722)); +} + +float character(float n, vec2 p) +{ + p = floor(p * vec2(4.0, -4.0) + 2.5); + + // Check if the coordinate is inside the 5x5 grid (0 to 4). + if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { + + if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) { + return 1.0; // The bit is on, so draw this part of the character. + } + } + + return 0.0; // The bit is off, or we are outside the grid. +} + +// ----------------------------------------------------------------------------- +// Main shader logic +// ----------------------------------------------------------------------------- +void main() +{ + vec2 charPixelSize = vec2(fontSize, fontSize * 1.8); + vec2 uvCellSize = charPixelSize / resolution; + + vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize; + + vec3 cellColor = texture2D(texture0, cellUV).rgb; + float gray = greyScale(cellColor); + + float n = 4096; + + // limited character set + if (gray > 0.2) n = 65600.0; // : + if (gray > 0.3) n = 163153.0; // * + if (gray > 0.4) n = 15255086.0; // o + if (gray > 0.5) n = 13121101.0; // & + if (gray > 0.6) n = 15252014.0; // 8 + if (gray > 0.7) n = 13195790.0; // @ + if (gray > 0.8) n = 11512810.0; // # + + vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0] + + vec2 p = localUV * 2.0 - 1.0; + + float charShape = character(n, p); + + vec3 final_col = cellColor * charShape; + + gl_FragColor = vec4(final_col, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/resources/shaders/glsl330/ascii.fs b/examples/shaders/resources/shaders/glsl330/ascii.fs new file mode 100644 index 000000000000..4477f948debb --- /dev/null +++ b/examples/shaders/resources/shaders/glsl330/ascii.fs @@ -0,0 +1,66 @@ +#version 330 + +// Input from the vertex shader +in vec2 fragTexCoord; + +// Output color for the screen +out vec4 finalColor; + +uniform sampler2D texture0; +uniform vec2 resolution; +uniform float fontSize; + +float greyScale(in vec3 col) { + return dot(col, vec3(0.2126, 0.7152, 0.0722)); +} + +float character(float n, vec2 p) +{ + p = floor(p * vec2(4.0, -4.0) + 2.5); + + // Check if the coordinate is inside the 5x5 grid (0 to 4). + if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { + + if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) { + return 1.0; // The bit is on, so draw this part of the character. + } + } + + return 0.0; // The bit is off, or we are outside the grid. +} + +// ----------------------------------------------------------------------------- +// Main shader logic +// ----------------------------------------------------------------------------- + +void main() +{ + vec2 charPixelSize = vec2(fontSize, fontSize * 1.8); + vec2 uvCellSize = charPixelSize / resolution; + + vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize; + + vec3 cellColor = texture(texture0, cellUV).rgb; + float gray = greyScale(cellColor); + + float n = 4096; + + // limited character set + if (gray > 0.2) n = 65600.0; // : + if (gray > 0.3) n = 163153.0; // * + if (gray > 0.4) n = 15255086.0; // o + if (gray > 0.5) n = 13121101.0; // & + if (gray > 0.6) n = 15252014.0; // 8 + if (gray > 0.7) n = 13195790.0; // @ + if (gray > 0.8) n = 11512810.0; // # + + vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0] + + vec2 p = localUV * 2.0 - 1.0; + + float charShape = character(n, p); + + vec3 final_col = cellColor * charShape; + + finalColor = vec4(final_col, 1.0); +} \ No newline at end of file diff --git a/examples/shaders/shaders_ascii_effect.c b/examples/shaders/shaders_ascii_effect.c new file mode 100644 index 000000000000..c505d85168c7 --- /dev/null +++ b/examples/shaders/shaders_ascii_effect.c @@ -0,0 +1,119 @@ +/******************************************************************************************* +* +* raylib [shaders] example - ascii effect +* +* Example complexity rating: [★☆☆☆] 1/4 +* +* Example originally created with raylib 5.5, last time updated with raylib 5.6 +* +* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5) +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2025-2025 Maicon Santana (@maiconpintoabreu) +* +********************************************************************************************/ + +#include "raylib.h" + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii effect"); + + // Texture to test static drawing + Texture2D fudesumi = LoadTexture("resources/fudesumi.png"); + // Texture to test moving drawing + Texture2D raysan = LoadTexture("resources/raysan.png"); + + // Load shader to be used on postprocessing + Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION)); + + // These locations are used to send data to the GPU. + int resolutionLoc = GetShaderLocation(shader, "resolution"); + int fontSizeLoc = GetShaderLocation(shader, "fontSize"); + + // Set the character size for the ASCII effect + float fontSize = 4.0f; + + // Send the updated values to the shader + float resolution[2] = { (float)screenWidth, (float)screenHeight }; + SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2); + SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT); + + Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f}; + float circleSpeed = 1.0f; + + // RenderTexture to apply the postprocessing later + RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + if (circlePos.x > 200.0f || circlePos.x < 40.0f) { + circleSpeed *= -1; + } + circlePos.x += circleSpeed; + + // Draw + //---------------------------------------------------------------------------------- + + BeginTextureMode(target); + ClearBackground(WHITE); // The background of the scene itself + + DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader + DrawTextureV(raysan, circlePos, WHITE); + + EndTextureMode(); + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginShaderMode(shader); + + // Draw the scene texture (that we rendered earlier) to the screen. + // The shader will process every pixel of this texture. + DrawTextureRec(target.texture, + (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, + (Vector2){ 0, 0 }, + WHITE); + EndShaderMode(); + + DrawRectangle(0, 0, screenWidth, 40, BLACK); + DrawText("Ascii effect", 120, 10, 20, LIGHTGRAY); + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadShader(shader); // Unload shader + UnloadTexture(fudesumi); // Unload texture + UnloadTexture(raysan); // Unload texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/shaders/shaders_ascii_effect.png b/examples/shaders/shaders_ascii_effect.png new file mode 100644 index 000000000000..eee5cc90b620 Binary files /dev/null and b/examples/shaders/shaders_ascii_effect.png differ