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authorBugraAlptekinSari <[email protected]>2023-02-11 15:37:50 +0300
committerGitHub <[email protected]>2023-02-11 13:37:50 +0100
commit4ae0a416f44195317d6b20af5b357c88c294faf1 (patch)
treeae11ee615f5636c468cc2813a5491080cc6c1cea /examples
parent6ae21d6581e6030dbb218a932d3ae280e26481ff (diff)
downloadraylib-4ae0a416f44195317d6b20af5b357c88c294faf1.tar.gz
raylib-4ae0a416f44195317d6b20af5b357c88c294faf1.zip
Added raymarch example and thumbnail for write depth (#2919)
Diffstat (limited to 'examples')
-rw-r--r--examples/Makefile9
-rw-r--r--examples/shaders/resources/shaders/glsl100/hybrid_raster.fs16
-rw-r--r--examples/shaders/resources/shaders/glsl100/hybrid_raymarch.fs288
-rw-r--r--examples/shaders/resources/shaders/glsl330/hybrid_raster.fs14
-rw-r--r--examples/shaders/resources/shaders/glsl330/hybrid_raymarch.fs284
-rw-r--r--examples/shaders/shaders_hybrid_render.c212
-rw-r--r--examples/shaders/shaders_hybrid_render.pngbin0 -> 111135 bytes
-rw-r--r--examples/shaders/shaders_write_depth.pngbin0 -> 11174 bytes
8 files changed, 819 insertions, 4 deletions
diff --git a/examples/Makefile b/examples/Makefile
index dce02218..574975d2 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -523,7 +523,8 @@ SHADERS = \
shaders/shaders_hot_reloading \
shaders/shaders_mesh_instancing \
shaders/shaders_multi_sample2d \
- shaders/shaders_write_depth
+ shaders/shaders_write_depth \
+ shaders/shaders_hybrid_render
AUDIO = \
audio/audio_module_playing \
@@ -581,10 +582,10 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
- ifeq ($(PLATFORM_OS),WINDOWS)
+ ifeq ($(PLATFORM_OS),WINDOWS)
del *.wasm *.html *.js *.data
- else
+ else
rm -f */*.wasm */*.html */*.js */*.data
- endif
+ endif
endif
@echo Cleaning done
diff --git a/examples/shaders/resources/shaders/glsl100/hybrid_raster.fs b/examples/shaders/resources/shaders/glsl100/hybrid_raster.fs
new file mode 100644
index 00000000..28188a45
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/hybrid_raster.fs
@@ -0,0 +1,16 @@
+#version 100
+#extension GL_EXT_frag_depth : enable // Extension required for writing depth
+precision mediump float; // Precision required for OpenGL ES2 (WebGL)
+
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+void main()
+{
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ gl_FragColor = texelColor*colDiffuse*fragColor;
+ gl_FragDepthEXT = gl_FragCoord.z;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl100/hybrid_raymarch.fs b/examples/shaders/resources/shaders/glsl100/hybrid_raymarch.fs
new file mode 100644
index 00000000..6241186d
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/hybrid_raymarch.fs
@@ -0,0 +1,288 @@
+#version 100
+#extension GL_EXT_frag_depth : enable //Extension required for writing depth
+#extension GL_OES_standard_derivatives : enable //Extension used for fwidth()
+precision mediump float; // Precision required for OpenGL ES2 (WebGL)
+
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Custom Input Uniform
+uniform vec3 camPos;
+uniform vec3 camDir;
+uniform vec2 screenCenter;
+
+#define ZERO 0
+
+// https://learnopengl.com/Advanced-OpenGL/Depth-testing
+float CalcDepth(in vec3 rd, in float Idist){
+ float local_z = dot(normalize(camDir),rd)*Idist;
+ return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
+}
+
+// https://iquilezles.org/articles/distfunctions/
+float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
+{
+ p.x = abs(p.x);
+ float l = length(p.xy);
+ p.xy = mat2(-c.x, c.y,
+ c.y, c.x)*p.xy;
+ p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
+ (p.x>0.0)?p.y:l );
+ p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
+
+ vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
+ vec2 d = abs(q) - w;
+ return min(max(d.x,d.y),0.0) + length(max(d,0.0));
+}
+
+// r = sphere's radius
+// h = cutting's plane's position
+// t = thickness
+float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
+{
+ // Six way symetry Transformation
+ vec3 ap = abs(p);
+ if(ap.x < max(ap.y, ap.z)){
+ if(ap.y < ap.z) ap.xz = ap.zx;
+ else ap.xy = ap.yx;
+ }
+
+ vec2 q = vec2( length(ap.yz), ap.x );
+
+ float w = sqrt(r*r-h*h);
+
+ return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
+ abs(length(q)-r) ) - t;
+}
+
+// https://iquilezles.org/articles/boxfunctions
+vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
+{
+ vec3 m = 1.0/rd;
+ vec3 n = m*ro;
+ vec3 k = abs(m)*rad;
+ vec3 t1 = -n - k;
+ vec3 t2 = -n + k;
+ return vec2( max( max( t1.x, t1.y ), t1.z ),
+ min( min( t2.x, t2.y ), t2.z ) );
+}
+
+vec2 opU( vec2 d1, vec2 d2 )
+{
+ return (d1.x<d2.x) ? d1 : d2;
+}
+
+vec2 map( in vec3 pos ){
+ vec2 res = vec2( sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5) ), 11.5 ) ;
+ res = opU(res, vec2( sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5 ), 4.5 )) ;
+ return res;
+}
+
+// https://www.shadertoy.com/view/Xds3zN
+vec2 raycast( in vec3 ro, in vec3 rd ){
+ vec2 res = vec2(-1.0,-1.0);
+
+ float tmin = 1.0;
+ float tmax = 20.0;
+
+ // raytrace floor plane
+ float tp1 = (-ro.y)/rd.y;
+ if( tp1>0.0 )
+ {
+ tmax = min( tmax, tp1 );
+ res = vec2( tp1, 1.0 );
+ }
+
+ float t = tmin;
+ for( int i=0; i<70 ; i++ )
+ {
+ if(t>tmax) break;
+ vec2 h = map( ro+rd*t );
+ if( abs(h.x)<(0.0001*t) )
+ {
+ res = vec2(t,h.y);
+ break;
+ }
+ t += h.x;
+ }
+
+ return res;
+}
+
+
+// https://iquilezles.org/articles/rmshadows
+float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
+{
+ // bounding volume
+ float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
+
+ float res = 1.0;
+ float t = mint;
+ for( int i=ZERO; i<24; i++ )
+ {
+ float h = map( ro + rd*t ).x;
+ float s = clamp(8.0*h/t,0.0,1.0);
+ res = min( res, s );
+ t += clamp( h, 0.01, 0.2 );
+ if( res<0.004 || t>tmax ) break;
+ }
+ res = clamp( res, 0.0, 1.0 );
+ return res*res*(3.0-2.0*res);
+}
+
+
+// https://iquilezles.org/articles/normalsSDF
+vec3 calcNormal( in vec3 pos )
+{
+ vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
+ return normalize( e.xyy*map( pos + e.xyy ).x +
+ e.yyx*map( pos + e.yyx ).x +
+ e.yxy*map( pos + e.yxy ).x +
+ e.xxx*map( pos + e.xxx ).x );
+}
+
+// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
+float calcAO( in vec3 pos, in vec3 nor )
+{
+ float occ = 0.0;
+ float sca = 1.0;
+ for( int i=ZERO; i<5; i++ )
+ {
+ float h = 0.01 + 0.12*float(i)/4.0;
+ float d = map( pos + h*nor ).x;
+ occ += (h-d)*sca;
+ sca *= 0.95;
+ if( occ>0.35 ) break;
+ }
+ return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
+}
+
+// https://iquilezles.org/articles/checkerfiltering
+float checkersGradBox( in vec2 p )
+{
+ // filter kernel
+ vec2 w = fwidth(p) + 0.001;
+ // analytical integral (box filter)
+ vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
+ // xor pattern
+ return 0.5 - 0.5*i.x*i.y;
+}
+
+// https://www.shadertoy.com/view/tdS3DG
+vec4 render( in vec3 ro, in vec3 rd)
+{
+ // background
+ vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
+
+ // raycast scene
+ vec2 res = raycast(ro,rd);
+ float t = res.x;
+ float m = res.y;
+ if( m>-0.5 )
+ {
+ vec3 pos = ro + t*rd;
+ vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
+ vec3 ref = reflect( rd, nor );
+
+ // material
+ col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
+ float ks = 1.0;
+
+ if( m<1.5 )
+ {
+ float f = checkersGradBox( 3.0*pos.xz);
+ col = 0.15 + f*vec3(0.05);
+ ks = 0.4;
+ }
+
+ // lighting
+ float occ = calcAO( pos, nor );
+
+ vec3 lin = vec3(0.0);
+
+ // sun
+ {
+ vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
+ vec3 hal = normalize( lig-rd );
+ float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
+ //if( dif>0.0001 )
+ dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
+ float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
+ spe *= dif;
+ spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
+ //spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
+ lin += col*2.20*dif*vec3(1.30,1.00,0.70);
+ lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
+ }
+ // sky
+ {
+ float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
+ dif *= occ;
+ float spe = smoothstep( -0.2, 0.2, ref.y );
+ spe *= dif;
+ spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
+ //if( spe>0.001 )
+ spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
+ lin += col*0.60*dif*vec3(0.40,0.60,1.15);
+ lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
+ }
+ // back
+ {
+ float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
+ dif *= occ;
+ lin += col*0.55*dif*vec3(0.25,0.25,0.25);
+ }
+ // sss
+ {
+ float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
+ dif *= occ;
+ lin += col*0.25*dif*vec3(1.00,1.00,1.00);
+ }
+
+ col = lin;
+
+ col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
+ }
+
+ return vec4(vec3( clamp(col,0.0,1.0) ),t);
+}
+
+vec3 CalcRayDir(vec2 nCoord){
+ vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
+ vec3 vertical = normalize(cross(horizontal,camDir));
+ return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
+}
+
+mat3 setCamera()
+{
+ vec3 cw = normalize(camDir);
+ vec3 cp = vec3(0.0, 1.0 ,0.0);
+ vec3 cu = normalize( cross(cw,cp) );
+ vec3 cv = ( cross(cu,cw) );
+ return mat3( cu, cv, cw );
+}
+
+void main()
+{
+ vec2 nCoord = (gl_FragCoord.xy - screenCenter.xy)/screenCenter.y;
+ mat3 ca = setCamera();
+
+ // focal length
+ float fl = length(camDir);
+ vec3 rd = ca * normalize( vec3(nCoord,fl) );
+ vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
+ float depth = gl_FragCoord.z;
+ {
+ vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
+ color = res.xyz;
+ depth = CalcDepth(rd,res.w);
+ }
+ gl_FragColor = vec4(color , 1.0);
+ gl_FragDepthEXT = depth;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/hybrid_raster.fs b/examples/shaders/resources/shaders/glsl330/hybrid_raster.fs
new file mode 100644
index 00000000..85ef492c
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/hybrid_raster.fs
@@ -0,0 +1,14 @@
+#version 330
+
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+void main()
+{
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ gl_FragColor = texelColor*colDiffuse*fragColor;
+ gl_FragDepth = gl_FragCoord.z;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/hybrid_raymarch.fs b/examples/shaders/resources/shaders/glsl330/hybrid_raymarch.fs
new file mode 100644
index 00000000..5b66dd71
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/hybrid_raymarch.fs
@@ -0,0 +1,284 @@
+# version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+in vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Custom Input Uniform
+uniform vec3 camPos;
+uniform vec3 camDir;
+uniform vec2 screenCenter;
+
+#define ZERO 0
+
+// https://learnopengl.com/Advanced-OpenGL/Depth-testing
+float CalcDepth(in vec3 rd, in float Idist){
+ float local_z = dot(normalize(camDir),rd)*Idist;
+ return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
+}
+
+// https://iquilezles.org/articles/distfunctions/
+float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
+{
+ p.x = abs(p.x);
+ float l = length(p.xy);
+ p.xy = mat2(-c.x, c.y,
+ c.y, c.x)*p.xy;
+ p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
+ (p.x>0.0)?p.y:l );
+ p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
+
+ vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
+ vec2 d = abs(q) - w;
+ return min(max(d.x,d.y),0.0) + length(max(d,0.0));
+}
+
+// r = sphere's radius
+// h = cutting's plane's position
+// t = thickness
+float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
+{
+ // Six way symetry Transformation
+ vec3 ap = abs(p);
+ if(ap.x < max(ap.y, ap.z)){
+ if(ap.y < ap.z) ap.xz = ap.zx;
+ else ap.xy = ap.yx;
+ }
+
+ vec2 q = vec2( length(ap.yz), ap.x );
+
+ float w = sqrt(r*r-h*h);
+
+ return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
+ abs(length(q)-r) ) - t;
+}
+
+// https://iquilezles.org/articles/boxfunctions
+vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
+{
+ vec3 m = 1.0/rd;
+ vec3 n = m*ro;
+ vec3 k = abs(m)*rad;
+ vec3 t1 = -n - k;
+ vec3 t2 = -n + k;
+ return vec2( max( max( t1.x, t1.y ), t1.z ),
+ min( min( t2.x, t2.y ), t2.z ) );
+}
+
+vec2 opU( vec2 d1, vec2 d2 )
+{
+ return (d1.x<d2.x) ? d1 : d2;
+}
+
+vec2 map( in vec3 pos ){
+ vec2 res = vec2( sdHorseshoe( pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5) ), 11.5 ) ;
+ res = opU(res, vec2( sdSixWayCutHollowSphere( pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5 ), 4.5 )) ;
+ return res;
+}
+
+// https://www.shadertoy.com/view/Xds3zN
+vec2 raycast( in vec3 ro, in vec3 rd ){
+ vec2 res = vec2(-1.0,-1.0);
+
+ float tmin = 1.0;
+ float tmax = 20.0;
+
+ // raytrace floor plane
+ float tp1 = (-ro.y)/rd.y;
+ if( tp1>0.0 )
+ {
+ tmax = min( tmax, tp1 );
+ res = vec2( tp1, 1.0 );
+ }
+
+ float t = tmin;
+ for( int i=0; i<70 ; i++ )
+ {
+ if(t>tmax) break;
+ vec2 h = map( ro+rd*t );
+ if( abs(h.x)<(0.0001*t) )
+ {
+ res = vec2(t,h.y);
+ break;
+ }
+ t += h.x;
+ }
+
+ return res;
+}
+
+
+// https://iquilezles.org/articles/rmshadows
+float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
+{
+ // bounding volume
+ float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
+
+ float res = 1.0;
+ float t = mint;
+ for( int i=ZERO; i<24; i++ )
+ {
+ float h = map( ro + rd*t ).x;
+ float s = clamp(8.0*h/t,0.0,1.0);
+ res = min( res, s );
+ t += clamp( h, 0.01, 0.2 );
+ if( res<0.004 || t>tmax ) break;
+ }
+ res = clamp( res, 0.0, 1.0 );
+ return res*res*(3.0-2.0*res);
+}
+
+
+// https://iquilezles.org/articles/normalsSDF
+vec3 calcNormal( in vec3 pos )
+{
+ vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
+ return normalize( e.xyy*map( pos + e.xyy ).x +
+ e.yyx*map( pos + e.yyx ).x +
+ e.yxy*map( pos + e.yxy ).x +
+ e.xxx*map( pos + e.xxx ).x );
+}
+
+// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
+float calcAO( in vec3 pos, in vec3 nor )
+{
+ float occ = 0.0;
+ float sca = 1.0;
+ for( int i=ZERO; i<5; i++ )
+ {
+ float h = 0.01 + 0.12*float(i)/4.0;
+ float d = map( pos + h*nor ).x;
+ occ += (h-d)*sca;
+ sca *= 0.95;
+ if( occ>0.35 ) break;
+ }
+ return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
+}
+
+// https://iquilezles.org/articles/checkerfiltering
+float checkersGradBox( in vec2 p )
+{
+ // filter kernel
+ vec2 w = fwidth(p) + 0.001;
+ // analytical integral (box filter)
+ vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
+ // xor pattern
+ return 0.5 - 0.5*i.x*i.y;
+}
+
+// https://www.shadertoy.com/view/tdS3DG
+vec4 render( in vec3 ro, in vec3 rd)
+{
+ // background
+ vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
+
+ // raycast scene
+ vec2 res = raycast(ro,rd);
+ float t = res.x;
+ float m = res.y;
+ if( m>-0.5 )
+ {
+ vec3 pos = ro + t*rd;
+ vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
+ vec3 ref = reflect( rd, nor );
+
+ // material
+ col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
+ float ks = 1.0;
+
+ if( m<1.5 )
+ {
+ float f = checkersGradBox( 3.0*pos.xz);
+ col = 0.15 + f*vec3(0.05);
+ ks = 0.4;
+ }
+
+ // lighting
+ float occ = calcAO( pos, nor );
+
+ vec3 lin = vec3(0.0);
+
+ // sun
+ {
+ vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
+ vec3 hal = normalize( lig-rd );
+ float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
+ //if( dif>0.0001 )
+ dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
+ float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
+ spe *= dif;
+ spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
+ //spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
+ lin += col*2.20*dif*vec3(1.30,1.00,0.70);
+ lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
+ }
+ // sky
+ {
+ float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
+ dif *= occ;
+ float spe = smoothstep( -0.2, 0.2, ref.y );
+ spe *= dif;
+ spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
+ //if( spe>0.001 )
+ spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
+ lin += col*0.60*dif*vec3(0.40,0.60,1.15);
+ lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
+ }
+ // back
+ {
+ float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
+ dif *= occ;
+ lin += col*0.55*dif*vec3(0.25,0.25,0.25);
+ }
+ // sss
+ {
+ float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
+ dif *= occ;
+ lin += col*0.25*dif*vec3(1.00,1.00,1.00);
+ }
+
+ col = lin;
+
+ col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
+ }
+
+ return vec4(vec3( clamp(col,0.0,1.0) ),t);
+}
+
+vec3 CalcRayDir(vec2 nCoord){
+ vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
+ vec3 vertical = normalize(cross(horizontal,camDir));
+ return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
+}
+
+mat3 setCamera()
+{
+ vec3 cw = normalize(camDir);
+ vec3 cp = vec3(0.0, 1.0 ,0.0);
+ vec3 cu = normalize( cross(cw,cp) );
+ vec3 cv = ( cross(cu,cw) );
+ return mat3( cu, cv, cw );
+}
+
+void main()
+{
+ vec2 nCoord = (gl_FragCoord.xy - screenCenter.xy)/screenCenter.y;
+ mat3 ca = setCamera();
+
+ // focal length
+ float fl = length(camDir);
+ vec3 rd = ca * normalize( vec3(nCoord,fl) );
+ vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
+ float depth = gl_FragCoord.z;
+ {
+ vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
+ color = res.xyz;
+ depth = CalcDepth(rd,res.w);
+ }
+ gl_FragColor = vec4(color , 1.0);
+ gl_FragDepth = depth;
+} \ No newline at end of file
diff --git a/examples/shaders/shaders_hybrid_render.c b/examples/shaders/shaders_hybrid_render.c
new file mode 100644
index 00000000..86ba6397
--- /dev/null
+++ b/examples/shaders/shaders_hybrid_render.c
@@ -0,0 +1,212 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Hybrid Rendering
+*
+* Example originally created with raylib 4.2, last time updated with raylib 4.2
+*
+* Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) 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) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "rlgl.h"
+#include "math.h" // Used for tan()
+#include "raymath.h" // Used to calculate camera Direction
+
+#if defined(PLATFORM_DESKTOP)
+#define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+#define GLSL_VERSION 100
+#endif
+
+//------------------------------------------------------------------------------------
+// Declare custom functions required for the example
+//------------------------------------------------------------------------------------
+// Load custom render texture, create a writable depth texture buffer
+static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
+// Unload render texture from GPU memory (VRAM)
+static void UnloadRenderTextureDepthTex(RenderTexture2D target);
+
+//------------------------------------------------------------------------------------
+// Declare custom Structs
+//------------------------------------------------------------------------------------
+
+typedef struct {
+ unsigned int camPos, camDir, screenCenter;
+}RayLocs ;
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
+
+ // This Shader calculates pixel depth and color using raymarch.
+ Shader raymarch_shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
+ // This Shader is a standard rasterization fragment shader with the addition of depth writing. You are required to write depth for all shaders if one shader does it.
+ Shader raster_shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
+
+ // Declare Struct used to store camera locs.
+ RayLocs march_locs = {0};
+
+ // Fill the struct with shader locs.
+ march_locs.camPos = GetShaderLocation(raymarch_shader, "camPos");
+ march_locs.camDir = GetShaderLocation(raymarch_shader, "camDir");
+ march_locs.screenCenter = GetShaderLocation(raymarch_shader, "screenCenter");
+
+ { // Transfer screenCenter position to shader. Which is used to calculate ray direction.
+ Vector2 screenCenter = {.x = screenWidth/2.0, .y = screenHeight/2.0};
+ SetShaderValue(raymarch_shader, march_locs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
+ }
+
+
+ // Use Customized function to create writable depth texture buffer
+ RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
+
+ // Define the camera to look into our 3d world
+ Camera camera = {
+ .position = (Vector3){ 0.5f, 1.0f, 1.5f }, // Camera position
+ .target = (Vector3){ 0.0f, 0.5f, 0.0f }, // Camera looking at point
+ .up = (Vector3){ 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
+ .fovy = 45.0f, // Camera field-of-view Y
+ .projection = CAMERA_PERSPECTIVE // Camera mode type
+ };
+
+ // Camera FOV is pre-calculated in the camera Distance.
+ double camDist = 1.0/(tan(camera.fovy*0.5*DEG2RAD));
+
+ SetCameraMode(camera, CAMERA_FIRST_PERSON);
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera);
+
+ //Update Camera Postion in the ray march shader.
+ SetShaderValue(raymarch_shader, march_locs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
+
+ { // Update Camera Looking Vector. Vector length determines FOV.
+ Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
+ SetShaderValue(raymarch_shader, march_locs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+
+ // Draw into our custom render texture (framebuffer)
+ BeginTextureMode(target);
+ ClearBackground(WHITE);
+
+ // Raymarch Scene
+ rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
+ BeginShaderMode(raymarch_shader);
+ DrawRectangleRec((Rectangle){0,0,screenWidth,screenHeight},WHITE);
+ EndShaderMode();
+
+ // Raserize Scene
+ BeginMode3D(camera);
+ BeginShaderMode(raster_shader);
+ DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
+ DrawCubeV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, PURPLE);
+ DrawCubeWiresV((Vector3){ 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, DARKGREEN);
+ DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, YELLOW);
+ DrawGrid(10, 1.0f);
+ EndShaderMode();
+ EndMode3D();
+ EndTextureMode();
+
+ // Draw into screen our custom render texture
+ BeginDrawing();
+ ClearBackground(RAYWHITE);
+
+ DrawTextureRec(target.texture, (Rectangle) { 0, 0, screenWidth, -screenHeight }, (Vector2) { 0, 0 }, WHITE);
+ DrawFPS(10, 10);
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadRenderTextureDepthTex(target);
+ UnloadShader(raymarch_shader);
+ UnloadShader(raster_shader);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//------------------------------------------------------------------------------------
+// Define custom functions required for the example
+//------------------------------------------------------------------------------------
+// Load custom render texture, create a writable depth texture buffer
+RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
+{
+ RenderTexture2D target = { 0 };
+
+ target.id = rlLoadFramebuffer(width, height); // Load an empty framebuffer
+
+ if (target.id > 0)
+ {
+ rlEnableFramebuffer(target.id);
+
+ // Create color texture (default to RGBA)
+ target.texture.id = rlLoadTexture(0, width, height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
+ target.texture.width = width;
+ target.texture.height = height;
+ target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
+ target.texture.mipmaps = 1;
+
+ // Create depth texture buffer (instead of raylib default renderbuffer)
+ target.depth.id = rlLoadTextureDepth(width, height, false);
+ target.depth.width = width;
+ target.depth.height = height;
+ target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
+ target.depth.mipmaps = 1;
+
+ // Attach color texture and depth texture to FBO
+ rlFramebufferAttach(target.id, target.texture.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
+ rlFramebufferAttach(target.id, target.depth.id, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_TEXTURE2D, 0);
+
+ // Check if fbo is complete with attachments (valid)
+ if (rlFramebufferComplete(target.id)) TRACELOG(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", target.id);
+
+ rlDisableFramebuffer();
+ }
+ else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
+
+ return target;
+}
+
+// Unload render texture from GPU memory (VRAM)
+void UnloadRenderTextureDepthTex(RenderTexture2D target)
+{
+ if (target.id > 0)
+ {
+ // Color texture attached to FBO is deleted
+ rlUnloadTexture(target.texture.id);
+ rlUnloadTexture(target.depth.id);
+
+ // NOTE: Depth texture is automatically
+ // queried and deleted before deleting framebuffer
+ rlUnloadFramebuffer(target.id);
+ }
+} \ No newline at end of file
diff --git a/examples/shaders/shaders_hybrid_render.png b/examples/shaders/shaders_hybrid_render.png
new file mode 100644
index 00000000..0a63d19c
--- /dev/null
+++ b/examples/shaders/shaders_hybrid_render.png
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diff --git a/examples/shaders/shaders_write_depth.png b/examples/shaders/shaders_write_depth.png
new file mode 100644
index 00000000..5a56d7d2
--- /dev/null
+++ b/examples/shaders/shaders_write_depth.png
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