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-rw-r--r--examples/shaders/resources/shaders/glsl100/color_mix.fs7
-rw-r--r--examples/shaders/resources/shaders/glsl330/color_mix.fs5
-rw-r--r--examples/shaders/shaders_multi_sample2d.pngbin0 -> 14804 bytes
-rw-r--r--examples/shaders/shaders_rlgl_mesh_instanced.c38
-rw-r--r--examples/shaders/shaders_rlgl_mesh_instanced.pngbin0 -> 410192 bytes
5 files changed, 29 insertions, 21 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/color_mix.fs b/examples/shaders/resources/shaders/glsl100/color_mix.fs
index f6ab7dcd..0074e6af 100644
--- a/examples/shaders/resources/shaders/glsl100/color_mix.fs
+++ b/examples/shaders/resources/shaders/glsl100/color_mix.fs
@@ -16,6 +16,9 @@ void main()
// Texel color fetching from texture sampler
vec4 texelColor0 = texture2D(texture0, fragTexCoord);
vec4 texelColor1 = texture2D(texture1, fragTexCoord);
-
- gl_FragColor = (texelColor0 + texelColor1)*0.5f;
+
+ float x = fract(fragTexCoord.s);
+ float out = smoothstep(0.4, 0.6, x);
+
+ gl_FragColor = mix(texelColor0, texelColor1, out);
} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl330/color_mix.fs b/examples/shaders/resources/shaders/glsl330/color_mix.fs
index bac8d576..11515b0c 100644
--- a/examples/shaders/resources/shaders/glsl330/color_mix.fs
+++ b/examples/shaders/resources/shaders/glsl330/color_mix.fs
@@ -18,5 +18,8 @@ void main()
vec4 texelColor0 = texture(texture0, fragTexCoord);
vec4 texelColor1 = texture(texture1, fragTexCoord);
- finalColor = (texelColor0 + texelColor1)*0.5f;
+ float x = fract(fragTexCoord.s);
+ float out = smoothstep(0.4, 0.6, x);
+
+ finalColor = mix(texelColor0, texelColor1, out);
} \ No newline at end of file
diff --git a/examples/shaders/shaders_multi_sample2d.png b/examples/shaders/shaders_multi_sample2d.png
new file mode 100644
index 00000000..435b8f48
--- /dev/null
+++ b/examples/shaders/shaders_multi_sample2d.png
Binary files differ
diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c
index 6ef421f2..4cf780aa 100644
--- a/examples/shaders/shaders_rlgl_mesh_instanced.c
+++ b/examples/shaders/shaders_rlgl_mesh_instanced.c
@@ -4,17 +4,16 @@
*
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
*
-* This example has been created using raylib 3.0 (www.raylib.com)
+* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2018 Ramon Santamaria (@raysan5)
+* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2020 @seanpringle
*
********************************************************************************************/
-#define GRAPHICS_API_OPENGL_33
-#define GLSL_VERSION 330
-#include <stdlib.h>
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
@@ -22,6 +21,10 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
+#include <stdlib.h>
+
+#define GLSL_VERSION 330
+
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@@ -29,11 +32,11 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- const int screenWidth = 1024;
- const int screenHeight = 768;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl module usage for instanced meshes");
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced");
// Define the camera to look into our 3d world
Camera camera = { 0 };
@@ -43,14 +46,12 @@ int main(void)
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
- SetCameraMode(camera, CAMERA_FREE);
-
const int count = 10000; // Number of instances to display
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
- Matrix* rotations = RL_MALLOC(count * sizeof(Matrix)); // Rotation state of instances
- Matrix* rotationsInc = RL_MALLOC(count * sizeof(Matrix)); // Per-frame rotation animation of instances
- Matrix* translations = RL_MALLOC(count * sizeof(Matrix)); // Locations of instances
+ Matrix *rotations = RL_MALLOC(count*sizeof(Matrix)); // Rotation state of instances
+ Matrix *rotationsInc = RL_MALLOC(count*sizeof(Matrix)); // Per-frame rotation animation of instances
+ Matrix *translations = RL_MALLOC(count*sizeof(Matrix)); // Locations of instances
// Scatter random cubes around
for (int i = 0; i < count; i++)
@@ -67,11 +68,10 @@ int main(void)
float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
rotationsInc[i] = MatrixRotate(axis, angle);
-
rotations[i] = MatrixIdentity();
}
- Matrix* transforms = RL_MALLOC(count * sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
+ Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
@@ -81,7 +81,7 @@ int main(void)
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
- // ambient light level
+ // Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
@@ -90,6 +90,8 @@ int main(void)
Material material = LoadMaterialDefault();
material.shader = shader;
material.maps[MAP_DIFFUSE].color = RED;
+
+ SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -111,7 +113,6 @@ int main(void)
rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
transforms[i] = MatrixMultiply(rotations[i], translations[i]);
}
-
//----------------------------------------------------------------------------------
// Draw
@@ -124,7 +125,8 @@ int main(void)
rlDrawMeshInstanced(cube, material, transforms, count);
EndMode3D();
- DrawText("A CUBE OF DANCING CUBES!", 400, 10, 20, MAROON);
+ DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
+
DrawFPS(10, 10);
EndDrawing();
diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.png b/examples/shaders/shaders_rlgl_mesh_instanced.png
new file mode 100644
index 00000000..24d38b87
--- /dev/null
+++ b/examples/shaders/shaders_rlgl_mesh_instanced.png
Binary files differ