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authorRay <[email protected]>2019-05-17 20:03:04 +0200
committerRay <[email protected]>2019-05-17 20:03:04 +0200
commit245cf2400e3f215b998d4e1f2ae1f9afefa0eb08 (patch)
tree15552dd041dab47c9ca23efbb4b8925c384beab2 /examples/models/models_material_pbr.c
parent0ec46e8976f48617fe39bc10a44ff7313d6b27ea (diff)
downloadraylib-245cf2400e3f215b998d4e1f2ae1f9afefa0eb08.tar.gz
raylib-245cf2400e3f215b998d4e1f2ae1f9afefa0eb08.zip
Review shader examples
Diffstat (limited to 'examples/models/models_material_pbr.c')
-rw-r--r--examples/models/models_material_pbr.c44
1 files changed, 23 insertions, 21 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 5c308cfc..b8d320c7 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -17,6 +17,12 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
#define CUBEMAP_SIZE 512 // Cubemap texture size
#define IRRADIANCE_SIZE 32 // Irradiance texture size
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
@@ -114,10 +120,8 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
{
Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
- #define PATH_PBR_VS "resources/shaders/pbr.vs" // Path to physically based rendering vertex shader
- #define PATH_PBR_FS "resources/shaders/pbr.fs" // Path to physically based rendering fragment shader
-
- mat.shader = LoadShader(PATH_PBR_VS, PATH_PBR_FS);
+ mat.shader = LoadShader(FormatText("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
@@ -144,23 +148,21 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
- // Set environment maps
- #define PATH_CUBEMAP_VS "resources/shaders/cubemap.vs" // Path to equirectangular to cubemap vertex shader
- #define PATH_CUBEMAP_FS "resources/shaders/cubemap.fs" // Path to equirectangular to cubemap fragment shader
- #define PATH_SKYBOX_VS "resources/shaders/skybox.vs" // Path to skybox vertex shader
- #define PATH_IRRADIANCE_FS "resources/shaders/irradiance.fs" // Path to irradiance (GI) calculation fragment shader
- #define PATH_PREFILTER_FS "resources/shaders/prefilter.fs" // Path to reflection prefilter calculation fragment shader
- #define PATH_BRDF_VS "resources/shaders/brdf.vs" // Path to bidirectional reflectance distribution function vertex shader
- #define PATH_BRDF_FS "resources/shaders/brdf.fs" // Path to bidirectional reflectance distribution function fragment shader
-
- Shader shdrCubemap = LoadShader(PATH_CUBEMAP_VS, PATH_CUBEMAP_FS);
- printf("Loaded shader: cubemap\n");
- Shader shdrIrradiance = LoadShader(PATH_SKYBOX_VS, PATH_IRRADIANCE_FS);
- printf("Loaded shader: irradiance\n");
- Shader shdrPrefilter = LoadShader(PATH_SKYBOX_VS, PATH_PREFILTER_FS);
- printf("Loaded shader: prefilter\n");
- Shader shdrBRDF = LoadShader(PATH_BRDF_VS, PATH_BRDF_FS);
- printf("Loaded shader: brdf\n");
+ // Load equirectangular to cubemap shader
+ Shader shdrCubemap = LoadShader(FormatText("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
+
+ // Load irradiance (GI) calculation shader
+ Shader shdrIrradiance = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
+
+ // Load reflection prefilter calculation shader
+ Shader shdrPrefilter = LoadShader(FormatText("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
+
+ // Load bidirectional reflectance distribution function shader
+ Shader shdrBRDF = LoadShader(FormatText("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
// Setup required shader locations
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);