[examples] Add core_monitor_change and shaders_ascii_rendering (#293)

* Add monitor_change example

* Adding `core_monitor_change` and `shaders_ascii_rendering` examples
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| resource | author | licence | notes |
| :----------------- | :-----------: | :------ | :---- |
| fudesumi.png | [Eiden Marsal](https://www.artstation.com/marshall_z) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/) | - |
| raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |

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#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;
// Fontsize less then 9 may be not complete
uniform float fontSize;
float GreyScale(in vec3 col)
{
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float GetCharacter(float n, vec2 p)
{
p = floor(p*vec2(-4.0, 4.0) + 2.5);
// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
{
float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
// This checked if the 'a'-th bit of 'n' was set
float shiftedN = floor(n/pow(2.0, a));
if (mod(shiftedN, 2.0) == 1.0)
{
return 1.0; // The bit is on
}
}
return 0.0; // The bit is off, or we are outside the grid
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize/resolution;
// The cell size is based on the fontSize set by application
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
vec3 cellColor = texture2D(texture0, cellUV).rgb;
// Gray is used to define what character will be selected to draw
float gray = GreyScale(cellColor);
float n = 4096.0;
// Character set from https://www.shadertoy.com/view/lssGDj
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 18725316.0; // v
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; // Range [-1.0, 1.0]
// cellColor and charShape will define the color of the char
vec3 color = cellColor*GetCharacter(n, p);
gl_FragColor = vec4(color, 1.0);
}

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#version 120
// Input from the vertex shader
varying vec2 fragTexCoord;
// Output color for the screen
varying vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
// Fontsize less then 9 may be not complete
uniform float fontSize;
float GreyScale(in vec3 col)
{
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float GetCharacter(float n, vec2 p)
{
p = floor(p*vec2(-4.0, 4.0) + 2.5);
// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
{
float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
// This checked if the 'a'-th bit of 'n' was set
float shiftedN = floor(n/pow(2.0, a));
if (mod(shiftedN, 2.0) == 1.0)
{
return 1.0; // The bit is on
}
}
return 0.0; // The bit is off, or we are outside the grid
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize / resolution;
// The cell size is based on the fontSize set by application
vec2 cellUV = floor(fragTexCoord / uvCellSize)*uvCellSize;
vec3 cellColor = texture2D(texture0, cellUV).rgb;
// Gray is used to define what character will be selected to draw
float gray = GreyScale(cellColor);
float n = 4096.0;
// Character set from https://www.shadertoy.com/view/lssGDj
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 18725316.0; // v
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; // Range [-1.0, 1.0]
// cellColor and charShape will define the color of the char
vec3 color = cellColor*GetCharacter(n, p);
gl_FragColor = vec4(color, 1.0);
}

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#version 330
// Input from the vertex shader
in vec2 fragTexCoord;
// Output color for the screen
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
// Fontsize less then 9 may be not complete
uniform float fontSize;
float GreyScale(in vec3 col)
{
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float GetCharacter(int 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)
{
int a = int(round(p.x) + 5.0*round(p.y));
if (((n >> a) & 1) == 1)
{
return 1.0;
}
}
return 0.0; // The bit is off, or we are outside the grid
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize/resolution;
// The cell size is based on the fontSize set by application
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
vec3 cellColor = texture(texture0, cellUV).rgb;
// Gray is used to define what character will be selected to draw
float gray = GreyScale(cellColor);
int n = 4096;
// Character set from https://www.shadertoy.com/view/lssGDj
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
if (gray > 0.2) n = 65600; // :
if (gray > 0.3) n = 18725316; // v
if (gray > 0.4) n = 15255086; // o
if (gray > 0.5) n = 13121101; // &
if (gray > 0.6) n = 15252014; // 8
if (gray > 0.7) n = 13195790; // @
if (gray > 0.8) n = 11512810; // #
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
vec3 color = cellColor*GetCharacter(n, p);
finalColor = vec4(color, 1.0);
}