- Joined
- Jan 2, 2020
- Messages
- 1,414
Slime shader is a useful example of how a shader works.
shader.cxs
shader.glsl
shader.cxs
Cerberus:
Import mojo2
Function Main()
New MyApp
End
Class MyApp Extends App
Field sourceImage : Image
Field targetImage : Image
Field canvas : Canvas
Field effect : ShaderEffect
Field value : Float
Field timer:Float = 0
Method OnCreate()
sourceImage = Image.Load("slime.png",0,0,0)
targetImage = New Image(sourceImage.Width,sourceImage.Height)
effect = New ShaderEffect
canvas = New Canvas
SetUpdateRate 0
End
Method OnUpdate:Int()
timer = Millisecs()/100.0
' timer = MouseX()/100.0 ' Test using mouse
Return 0
End
Method OnRender()
canvas.Clear 0, 0.5, 1, 1
effect.SetValue value
value = value + 0.01
effect.SetValue timer ' Pass the varialel timer to shader
effect.Render sourceImage, sourceImage,targetImage
canvas.DrawRect 0,0, 256*1,256*1,targetImage,0,0,256,256
canvas.Flush
End
End
Class myShader Extends Shader
Method New()
Build(LoadString("shader.glsl"))
End
Method OnInitMaterial:Void(material:Material)
material.SetTexture "ColorTexture",Texture.White()
material.SetScalar "Timer",1
End
Function Instance:myShader()
If Not _instance _instance=New myShader
Return _instance
End
Private
Global _instance:myShader
End
Class ShaderEffect
Private
Global _canvas:Canvas
Field _material:Material
Method New()
If Not _canvas _canvas=New Canvas
_material=New Material( myShader.Instance() )
End
Method SetValue:Void( value:Float )
_material.SetScalar "Timer",value ' Timer should be 0-1
End
Method Render:Void(source:Image,source2:Image,target:Image)
_material.SetTexture "ColorTexture",source.Material.ColorTexture
_canvas.Clear 0, 0, 0, 0
_canvas.SetRenderTarget target
_canvas.SetViewport 0,0,target.Width,target.Height
_canvas.SetProjection2d 0,target.Width,0,target.Height
_canvas.DrawRect 0,0,target.Width,target.Height,_material
_canvas.Flush
End
End
Code:
uniform sampler2D ColorTexture;
uniform float Timer;
void shader(){
// -------------------------------------------------------------------------------------------------
// Get pixel coordinate
vec2 uv=(b3d_ClipPosition.st/b3d_ClipPosition.w)*0.5+0.5 ;
vec2 p = vec2(floor(uv.x*256.0), floor(uv.y*256.0)) ;
// Process pixel coordinate
// uv.y = 1.0 - uv.y;
// uv.y = -uv.y;
//
uv.y += (cos((uv.y+(Timer*0.004))*45.0)*0.019) +
(cos((uv.y+(Timer*0.01))*15.0)*0.002);
//
uv.x += (sin((uv.y+(Timer*0.007))*15.0)*0.029) +
(sin((uv.y+(Timer*0.01))*15.0)*0.002);
// Read pixel
vec4 color = texture2D(ColorTexture,uv).rgba ;
// Write pixel
b3d_FragColor = color ;
// -------------------------------------------------------------------------------------------------
}